PDA

View Full Version : Triggers Triggers and Triggers



Aculaud
Nov 16 2001, 20:14
ok, theres a couple triggers i need for this mission, but dont know how to go about getting them set up.

the first one is where i need it to be activated by identifying an enemy unit. theres an example of this in the campaign mission "Rescue" where to complete the first objective, you need to identify a bunch of gaurds, and doing so activates the trigger that completes that objective.

the second one, i need to have it so that i pass over it with a certain vehicle, and it automaticly refuels it. like if my vehicle was named patrol1, it should be a command like this setfuel1 patrol1 or something. i was told this before, but forgot.

nutbar
Nov 16 2001, 21:01
These are both quite easy.

For the detection trigger:

Active: None, present
Type: None
Condition: <group> knowsabout <unit> > 0
On Activation: whatever you want to happen when they see the enemy.

For the second trigger, make it the same settings except the condition and on activation.

Condition: this distance patrol1 < <radius of trigger>
On Activation: patrol1 setfuel 1

That should be all you need. Hope it works - I didn't test them http://www.flashpoint1985.com/ikonboard3/non-cgi/emoticons/smile.gif

Rob
Nov 16 2001, 22:19
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from nutbar on 12:01 am on Nov. 17,
<group> knowsabout <unit> > 0
[/QUOTE]<span id='postcolor'>

when u say that do u mean unitname knowsabout unitname?

Aculaud
Nov 17 2001, 01:53
thank you much, thats what i needed

Aculaud
Nov 17 2001, 01:56
ok, second issue. theres a point in my mission where the player will have the option of collecting two more members to join his squad. i tried using the join and lead synchronized to a move WP, but you can see that clear as day in the mission, and the player will automaticly know about this. so is there a way to acomplish the same task with a trigger instead?

DV Chris Death
Nov 17 2001, 02:00
expecting you have 3 units,
UNIT1 is the unit which should
become the leader of the group,
UNIT2 and UNIT3 should join.

On activation u can use:
[UNIT2] join UNIT1; [UNIT3] join UNIT1
or u can also use:
[UNIT2,UNIT3] join UNIT1

Rob
Nov 17 2001, 09:41
guys answer my q!!!