Home   Help Search Login Register  

Author Topic: Trigger: switch and more questions  (Read 798 times)

0 Members and 1 Guest are viewing this topic.

Benson

  • Guest
Trigger: switch and more questions
« on: 27 Nov 2003, 16:39:45 »
Hello,
I'm trying to make my own mission.
Now i stumbled into an difficulty.
1.)I have a couple of civillians walking around in a city.
   I also have a player (whois an civi).
   And i need to create an trigger only triggered by the PLAYER.
   How can i manage this ?
2.) I wan't to know how to activate an remote cutscene by an trigger.
  Example. I have an eastsider who goes in an trigger area and then the screen go towards an cutscene somewhere at the other side of the isle.
3.)What's the script order for someone to put his weapon down ?
4.)How does switch trigger really work ? (Examp. with wp ?)
In advance, thnx.
Benson
« Last Edit: 27 Nov 2003, 16:43:55 by Benson »

gundernak

  • Guest
Re:Trigger: switch and more questions
« Reply #1 on: 27 Nov 2003, 19:56:12 »
1:

In the editor switch 'group' (key F2), and drag the line to the unit you want only to activate the trigger. After this you will see in the trigger's activation options new possibilities...

8 Ball

  • Guest
Re:Trigger: switch and more questions
« Reply #2 on: 28 Nov 2003, 00:34:40 »
2. You would probably want to use a script to do this. (scripts are WAY better for cutscenes, you could do a lot more stuff ) In the "Activation" line in the trigger put:

[] exec "scriptname.sqs"

If you don't know how to write a script, look in the Editors Depot for a tute


4. To use a switch trigger, you first have to draw a synchro. line to a wp. When the swith trigger is activated the unit goes to the wp you drew the synchro. line to, and skips it and all others before i.

Example, if the switch trigger is synchroed to a units 4th wp, and the trigger is activated, the unit will go to the 4th wp, even if its on 1st or 7th wp. (It would go back to the 4th wp again). but if the trigger is not activated and the unit is reaches the 4th wp, it will wait untill the trigger is activated.

Hope this helps  :)

Offline Chris Death

  • Former Staff
  • ****
  • Finally Death's gonna get ya
    • OFPEC
Re:Trigger: switch and more questions
« Reply #3 on: 28 Nov 2003, 00:52:58 »
errm sorry 8ball, but the unit would then start moving
to waypoint number 5.

Switch trigger is like a cutting line

Switch trigger forces the unit to do straight what it's
ordered to do after the line  ;)

~S~ CD
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:Trigger: switch and more questions
« Reply #4 on: 28 Nov 2003, 01:40:51 »
If you want to see working examples of all this stuff get the Tutorial Mission from the Ed Depot.    It was specifically designed for people in your kind of situtation.
Plenty of reviewed ArmA missions for you to play

Benson

  • Guest
Re:Trigger: switch and more questions
« Reply #5 on: 28 Nov 2003, 09:11:46 »
Hi,
First of all, thnx. (Offcourse)

I now know how to make an player activated trigger. (I really didn't know that i can group an trigger with an person)
And i know how switch trigger work.
I think that's very usefull.
But is it possible to make an more random waypoint route with triggers ?
So the mission can be played more than once?

And i now know for sure that i have to use script for cutscene's (Mustn't be so difficult for me, i know how to write PHP,Html and javascript :P)

Thnx for the help,
Benson

8 Ball

  • Guest
Re:Trigger: switch and more questions
« Reply #6 on: 28 Nov 2003, 10:23:22 »
Benson,

You could probably make a random path of wps using switch triggers, but that could get VERY complicated.It would be alot easier to use the "setwppos" command.

The syntax for it is : [groupname,wp index] setwppos pos

The groupname is the name of your group. the wp index is the number of the wp(so for the first wp you'd put a 1, second wp a 2) and the pos is a position on the map.(You can also use a unit, such as a gamelogic, instead of an array of coordinates) An example (You'd put this in the "Activation" line in a trigger, or in a script):

[grp1,2] setwppos getpos gamelogic1

This sets grp1's second wp at the position of the unit gamelogic1("getpos gamelogic1" returns the position of the unit named gamelogic1, in case you didn't know :) )

Hope this helps :)


Chris Death-

Yep, your right about the switch trigger. Sorry everybody. I guess I wasn't thinking straight :-\
Thanks for pointing out my mistake. ;D

Offline Tomb

  • Contributing Member
  • **
  • in2 Metal? Go 2 my sig
Re:Trigger: switch and more questions
« Reply #7 on: 28 Nov 2003, 17:08:19 »


[size=12][shadow=red,left,300]Welcome to the Sewers of Editing, benson.[/shadow][/b][/size]


 :D Have a cool stay & enjoy the endless amount of info here  ;) :-*




Offline Chris Death

  • Former Staff
  • ****
  • Finally Death's gonna get ya
    • OFPEC
Re:Trigger: switch and more questions
« Reply #8 on: 28 Nov 2003, 17:15:54 »
lol Tomb;

welcome back from ya break

 ;D

~S~ CD
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted

Offline Tomb

  • Contributing Member
  • **
  • in2 Metal? Go 2 my sig
Re:Trigger: switch and more questions
« Reply #9 on: 28 Nov 2003, 17:20:00 »
well, just Bcause we've been around a while, doesn't mean we gotta
cut down on :


     :o keeping up the spirit of ofpec  8) ;D ;) :thumbsup: right?!!



Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:Trigger: switch and more questions
« Reply #10 on: 28 Nov 2003, 18:40:17 »
When you insert a waypoint in the editor you can give it a placement radius.   It's actual position will be a random point within that radius.     You can make the radius as large as you like.   Make sure that it will be on land and not in the sea.

If you want more randomness you can put a placement radius on units too.

For cutscene scripting read snYpir's camera tute and then messiah's camera.sqs tute.   It's important to read both and in that order.   It's dead easy.
Plenty of reviewed ArmA missions for you to play

Benson

  • Guest
Re:Trigger: switch and more questions
« Reply #11 on: 28 Nov 2003, 23:21:37 »
Thnx for the reply's and the warm welcome :P
I will read the tut's.
And i think i'm getting the hang of it.

Thnx again and i ask you lads again soon :D

Benson

BrAinOfJ

  • Guest
Re:Trigger: switch and more questions
« Reply #12 on: 30 Nov 2003, 11:26:03 »
The groupname is the name of your group. the wp index is the number of the wp(so for the first wp you'd put a 1, second wp a 2) and the pos is a position on the map.(You can also use a unit, such as a gamelogic, instead of an array of coordinates) An example (You'd put this in the "Activation" line in a trigger, or in a script):

[grp1,2] setwppos getpos gamelogic1

This sets grp1's second wp at the position of the unit gamelogic1("getpos gamelogic1" returns the position of the unit named gamelogic1, in case you didn't know :) )

I tryed the above, and it woreked great, except the waypoint doesnt get done....

My players init string is "aP setBehaviour "safe"; aP assignAsDriver aPhelo; apgroup = group this"
aP = player
aPhelo = Players Helo
apgroup = Players group
in my 3rd waypoint i have this "[apgroup,3] setWPPos getPos aPhelo"
My 3rd waypoint is a "getin" waypoint where the player is to get in the helo as the pilot, the player then flys to the next wp.

Any idea why the next wp doesnt come up even though aP is in aPhelo ?
(the waypoint stays on the helo as it moves of course as is defined by "getpos aPhelo"
Quote
« Last Edit: 30 Nov 2003, 11:29:56 by BrAinOfJ »

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:Trigger: switch and more questions
« Reply #13 on: 30 Nov 2003, 13:56:05 »
I don't know, but I suspect it's because the getin waypoint is not attached to the chopper.   Yes it's at the chopper's location, but getin waypoints have to be associated with a vehicle and in general simply having waypoint and vehicle at the same place is not sufficient.  Try it in the editor - the waypoint has to "stick" to the vehicle, so if you try to move one you move both.    

You can probably fake completion of the waypoint with a variable.   Or make it a move waypoint and put "Get in chopper" in the waypoint description.
Plenty of reviewed ArmA missions for you to play