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Found 2 results

  1. Hello, This is my first post on this forum. I am trying to disable a trigger and reactivate it using another trigger. Currently, I am able to disable the trigger, but I can't find a way to reactivate it. On the map, I have placed two entities. Entity 1 (mine) is called "ap1". In its init, I have put: this setIdentity "ap1"; The second entity is called "bob". In its init, I have put: this setIdentity "bob"; It will be used by the artificial intelligence. It is in the same group as me... I have added a trigger that starts at the beginning of the game. Variable name: ReloadAI_bob Repeatable: checked Condition: true && round (time %60) ==1 and (({_x == "30Rnd_762x39_Mag_F"} count magazines bob) <= 1) On Activation: bob addMagazine "30Rnd_762x39_Mag_F"; This means that "bob" reloads every 60 and 1 seconds when he has a magazine left in his inventory. I then added another trigger that will disable the "ReloadAI_bob" trigger, so it will no longer be allowed to have additional magazines. Variable name: desactivation Size: 3/3/0.50 Shape: Rectangle Activation: player or BLUFOR Activation type: Present Condition: this On Activation: ReloadAI_bob setTriggerStatements ["FALSE", "", ""]; So far so good, when I walk inside the "desactivation" trigger surface, the "ReloadAI_bob" trigger stops. 😀 If I want to reactivate the "ReloadAI_bob" trigger at some point in the mission, with the help of another trigger, what should I write? I have a 3rd trigger (which will be used for reactivation) Variable name: ReloadAI_bob_enable Size: 3/3/0.50 Shape: Rectangle Activation: player or BLUFOR Activation type: Present Condition: this (or triggerActivated desactivation) On Activation: ?????? What to put in "On Activation": ????? 😥 I would like something simple, no .sqf file please. Thank you for your answers, so precious. 😉 Babylon
  2. Upon entering trigger area I'm trying to cut engine and eject the player from the _targetTruck. _targetTruck = "rhsusf_M1078A1P2_B_D_CP_fmtv_usarmy" createVehicle _mark; _returnTrig = createTrigger["EmptyDetector", _returnTrigPos]; _returnTrig setTriggerArea [5,5,0, false]; _returnTrig triggerAttachVehicle [_targetTruck]; _returnTrig setTriggerActivation ["VEHICLE", "PRESENT", true]; _returnTrig setTriggerStatements ["this", "player action ["engineOff", _targetTruck player] player action ["eject", _targetTruck player]", "" ]; I have also tried: "player action ["engineOff", _targetTruck] player action ["eject", _targetTruck]", This is what I came up with so far. The error that returns is "missing ]". Any help with any of the code would be greatly appreciated!
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