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Trigger condition and deactivation - checking for gear [CBRN scenario]
Angelina Malevich posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, i'm testing out some CBRN stuff. ( https://community.bistudio.com/wiki/Arma_3:_CBRN ) I have a problem with the facewear overlay. My idea was to make a trigger with a condition that checks if the player(s) have the correct gear/item and then in the on activation and on deactivation put the overlay script from the wiki: "YourLayerName" cutRsc ["RscCBRN_APR", "PLAIN", -1, false]; //Overlay on "YourLayerName" cutText ["", "PLAIN"]; //Overlay off After working on it for sometime my trigger became this: Repeatable: [checked] Condition: goggles player != "G_AirPurifyingRespirator_01_F" On activation: call{"_unit" cutRsc ["RscCBRN_APR_02", "PLAIN", -1, false];}; On deactivation: call{"_unit" cutText ["", "PLAIN"];}; When i start the mission the overlay is working but not when i take off the mask (and respirator backpack) and, in my head, the trigger should deactivate. Running the on deactivation code/script/line in the debug console works so im guessing it's the condition? My line of thought and questions are: *Is it the condition of the trigger? *That type of condition dosn't dosn't repeat or check again? *The condition seems to check if the trigger does have the goggles but the != (command?) is checking if the player does not have the goggles? (i don't understand https://community.bistudio.com/wiki/a_!%3D_b fully) *My CBRN-shower works fine where the trigger have an "present" condition that on activation: [showersmall, 1.5, 9] spawn BIN_fnc_deconShowerAnim; and on deactivation: [showersmall] call BIN_fnc_deconShowerAnimStop;. Is the difference the condition or that i activate animation and not scripts? thx in advance- 1 reply
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- checking for gear
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