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Disable trigger during combat?

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Does anyone know of any method of disabling a trigger either when combat is occurring or perhaps when OPFOR is detected within a certain radius? I think the former, if possible, might be best if it can be done.

I'm using Autigergrad's incredible ambient sounds pack: https://forums.bistudio.com/topic/187988-autigergrads-regional-ambient-sounds-pack/but some of the sounds of kids playing and stuff don't really make sense when I'm taking fire or actively being engaged.

Is there anything I can place in the trigger's initialization box that could achieve this?

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You could just change the condition to OPFOR NOT PRESENT.

That's a really obvious answer which I should have considered. LOL! I'll try it. Thanks.

I wonder what the criteria for "OPFOR not present" actually is? Within the marker itself? 200 m away from the marker? Hopefully it does what I need it to do. In a perfect world I'd be able to pause the trigger when OPFOR is actively engaging and not just nearby.

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"Actively engaging" triggers my cerebral database to autoquery for "fired event handler". But I'm too tired to write one right now.

 

Let me see if I got that straight. If you set your trigger's condition to the following, it will never activate if an opfor unit is in the trigger area:

this && 0 == {if (opfor == side _x) exitWith {1}} count thisList

The trigger area is the area defined by the shape (ellipse or rectangle) and the sizes (width and height).

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That's a really obvious answer which I should have considered. LOL! I'll try it. Thanks.

I wonder what the criteria for "OPFOR not present" actually is? Within the marker itself? 200 m away from the marker? Hopefully it does what I need it to do. In a perfect world I'd be able to pause the trigger when OPFOR is actively engaging and not just nearby.

It means what it says, OPFOR is NOT PRESENT in the radius of the trigger. Yes, that means that the sound will be playing when the players are on the other side of the map. But if a sound plays in A3 and no one is there to hear it, does it make a sound and / or mess up everyones FPS? :-)

As for figuring out whether a unit is actively engaging, you could come up with an intricate script using commands like knowsAbout, but I suspect that would be a lot of effort for an effect that most people won't notice anyway.

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I appreciate the replies guys. The sound pack seems to work best on my brief testing when the trigger sizes are relative small. Around 25x25.

Considering OPFOR will engage me from way outside this radius, limiting the sound not to play when OPFOR is inside the trigger still would really only help me in the rare CQB encounters.

Although thats better than nothing I guess, can anyone think of any way I can disable the trigger when BLUFOR is engaged in combat? Or to increase the radius of detecting OPFOR outside the range of the trigger?

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