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Author Topic: Preventing early trigger with a Game Logic  (Read 515 times)

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Mr.BoDean

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Preventing early trigger with a Game Logic
« on: 18 Oct 2003, 12:20:04 »
Hi all. Okay, so I have a section in my mission where lots of things can happen to bring reinforcements to the area. What I want to prevent is the possibility of killing all the AI in the trigger zone ....activating the "East not present " trigger ...when all of a sudden paratroopers are falling on your head.  ::)   :o
 
    So my thought is to place a GameLogic in the trigger area and group it to a West unit. Then at a certain point in a script when all reinforcements have arrived, setpos the GL out of that area.

    Am I on the right track? Do I need to group this GL with a West unit who will be active or can it be one that is deleted after the game starts? I don't want the game to move the GL "into formation" by default on startup and have it be out of the area.  Can a GL take orders? I've never used one in this capacity, so any help is appreciated.  :)

Offline macguba

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Re:Preventing early trigger with a Game Logic
« Reply #1 on: 18 Oct 2003, 12:28:30 »
Seems to me that the underlying problem is not necessarily a GL problem.      You want a trigger to fire under certain conditions but not others, right?     Well the best way to control triggers is with variables.

So your East not present trigger would have the following in its condition line:-

Condition:    this and var1

where var1 is a variable that is set to true when some event occurs.    

I'm not sure if there's a tute on GLs but there have been a couple of excellent forum threads - use the search function.
Plenty of reviewed ArmA missions for you to play

Mr.BoDean

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Re:Preventing early trigger with a Game Logic
« Reply #2 on: 18 Oct 2003, 12:42:37 »
Ya, you're right as usual, Mac.  ;D Dunno why I didn't think of just using a variable in the condition line.  :-X  It will serve the same purpose ,be easier and be 1 less object.   ;)

Thanks, eh !  :)

I'll have to look up that GL tute.