In OFP you can trigger a trigger (I found this in OFP editing faq)
Sorry it worked. My fail.Code:Triggering a Trigger: Trigger 1 On activation : A1 = true Trigger 2 Condition: A1 On Activation : what you want.
In OFP you can trigger a trigger (I found this in OFP editing faq)
Sorry it worked. My fail.Code:Triggering a Trigger: Trigger 1 On activation : A1 = true Trigger 2 Condition: A1 On Activation : what you want.
Last edited by Joona; Nov 14 2009 at 08:17.
Works fine for me.
Remember to make trigger 2 activation by "NONE" and 0x0 in size.
Is there a way to get this to work with radios?
I want the second trigger to be a radio activation, but whenever I place a radio trigger, it is available from the start and even gives the player a radio if he lacks one (really annoying).
You could either create the radio trigger on the fly when you need it or use setRadioMsg to not display the text till you're ready.
For example, in your player init or somewhere put:
then have a trigger with this onAct:Code:2 setRadioMsg "NULL";
WIll enable Radio Bravo when activated and the Radio option would read "Activate Thunderthighs". The radio on the map will display, even if you've removed the actual itemRadio from the unit. It just won't be clickable till you give it a different message.Code:2 setRadioMsg "Activate Thunderthighs";
Last edited by kylania; Jun 14 2011 at 15:53.
Yeah, I came across setRadioMsg. But I don't know where to put the Null disabling text.
I just edited my earlier post with an example that should help.![]()
Thanks. I thought I was supposed to write Alpha and Bravo instead of integers.
Edit: What's the best way to check if all tasks have been completed in a condition field of a trigger?
Last edited by maturin; Jun 14 2011 at 16:01.
Here's a real quick example of using a trigger (attached to a guard) to activate a radio trigger option.
You'd use taskState to check if a task has been completed, assuming you properly used setTaskState to complete it.![]()
Now what if I want to enable an area trigger?
The situation is that I want an escape route (area Endmission trigger) to be available once a battle has begun.
I've been using a workaround where one trigger kills an empty bicycle, and the second trigger relies on !alive bicycle. I would like to know how to do it 'algebraically,' however, if only to use less resources and prevent someone from shooting the bike.
Last edited by maturin; Jun 22 2011 at 01:32.