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Thread: Game Logics syncing with triggers

  1. #1

    Game Logics syncing with triggers

    Hi i was just wondering if you can somehow make game logics obey triggers ? I've tried putting a condition in the condition of presence on the game logic however it also doesn't want to follow !alive obj1 or anything like that so can you make them obey triggers ?

    Thanks a bunch

    Dan
    "When you temper rises, lower your fists. When your fists rise lower your temper...

  2. #2
    First Sergeant cobra4v320's Avatar
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    For the ACM Module since you werent specific:

    In your init.sqf:
    Code:
    [0, BIS_ACM] call BIS_ACM_setIntensityFunc;

    condition: alive player
    Code:
    on act: [1, BIS_ACM] call BIS_ACM_setIntensityFunc

  3. #3
    Use can use waypoints with game logics as a sort of trigger. What exactly are you trying to do?

  4. #4
    First Sergeant cobra4v320's Avatar
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    Never mind I see what you are asking and Kylania is correct with the waypoints.

  5. #5
    I am trying to use CrB random patrol scripts but as i have alot of them on my mission this generates some lag (it's a big mission :P ) So i was wondering if i could somehow make them obey triggers and conditionals so that say when blufor is present in a trigger then they spawn. Or even so that when obj1 = Succeeded then they spawn so they aren't all on at the same time and the AI surrounding certain objectives spawn after doing the previous one . Make sense ? Probably not . I've talked with the make of the scripts and he doesn't know so.

    Any help is much appreciated

    Dan

  6. #6
    Large missions are always difficult. If it's at all possible to do things in a linear fashion I'd suggest that, and just spawn things dynamically as you need to. Or only use random patrol script on some of your troops and pre-place with probability of presence others to keep the random feel.

  7. #7
    Yeah i am using the probability of presence option however i really need to figure out how to spawn them "Seperately". I mean it's probably definetly possible with normal units and not the game logic however i need to use this script. How do you make gamelogics obey the "Conditions of presence" ? As i can get them to "not appear" if obj1 is still alive say. However when !alive obj1 (This will be in the condition of presence) the gamelogic won't spawn :/

    Thanks
    Dan

  8. #8
    You can create a GameLogic on the fly with createUnit and the classname of logic.

  9. #9
    Would i just use this in a trigger so for example:

    Trigger is set to:

    Condition: !alive obj1

    On Act:"gamelogic1" createUnit [getMarkerPos "Obj2Infantry"]

    Or is this not correct i'm a bit of a noob when it comes to stuff like this :P ?

    Thanks
    Dan

    ---------- Post added at 01:11 AM ---------- Previous post was at 01:08 AM ----------

    Oh just had a thought would this gamelogic contain the script ?

  10. #10
    I've never used the crB Patrol thing you're using, so I'm unsure how you set it up, but basically you'd have the trigger run a script that would update your tasks/objectives and spawn and place/move/whatever all your new units to their proper spots.

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