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Author Topic: Switch trigger problem  (Read 1402 times)

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Dubieman

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Re:Switch trigger problem
« Reply #15 on: 17 Jun 2004, 22:32:50 »
Well I want to get into switch triggers so I read armsty's tut on it and went to download the mission and its in .html file...? Anyways I tried getting it into my ofp but no luck. Anyone got a simple switch trigger .sqm they can post so I can understand it via example? :P ;)

Offline Chris Death

  • Former Staff
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  • Finally Death's gonna get ya
    • OFPEC
Re:Switch trigger problem
« Reply #16 on: 17 Jun 2004, 23:50:25 »
hmm - everything important about switch triggers you
can read in this thread here Roach  ;)

Gonna sum it up again for you:

Quote
A switch trigger syncronised to a waypoint will force a group/unit to head imidiately to the waypoint after the one,
where it's syncronised to.

This means the group will head to the next waypoint after
the syncronized waypoint, ignoring any other wayoints inbetween their actual position and the switch trigger's
syncronisation line.

Short example:

waypoint 1: move

waypoint 2: move

waypoint 3: move        -    syncronised to a switch trigger

waypoint 4: move

OK, let's say the group is currently walking from their starting
position to waypoint 1. Suddenly the switch trigger gets
triggered - the group will now imidiately head over to waypoint
4 (ignoring waypoint 2 and 3).

One more example to show you another possibility:

waypoint 1: move - syncronised to switch trigger A

waypoint 2: move

waypoint 3: move

waypoint 4: move - syncronised to switch trigger B

waypoint 5: move

waypoint 6: move

waypoint 7: cycle - so that it's close to waypoint 5

OK, this time the group would just walk to waypoint 1 to wait
there until switch trigger A gets triggered - we don't want
that, because we want them to start with their patrol.
Therefore we find a way to activate switch trigger B  ;)
Group will imidiately walk to waypoint 5 - once arrived they
turn over to waypoint 6, and upon the cycle waypoint they
will move wp5 <----> wp6 (ya know: a simple patrol).

Now we activate switch trigger A, and the group will move
to waypoint 2, as trigger A was syncronised with waypoint 1.

Off course you can use multiple activatable triggers too, for
getting able to let groups use waypoints series for different
situations more than once. Just make sure that you somehow
make repeating triggers become inactive, once they got
activated. You could use boolean conditions like: gogo1 etc. for
that instead of side/present. And in a normal side/present
trigger you say then: gogo1 = true.
In the switch trigger's onActivation field (the one which is waiting for gogo1), simply say then: gogo1 = false.

The trigger will cut the condition off, once it got activated.

That way the switch trigger will everytime send the guys to the
next waypoint after it's syncronisation, when you say:
gogo1 = true.

And one more thing to add:

there are some waypoints in ofp, which will never end (obsolete
waypoints) - these are:

hold / guard / support

If you want to make a group move to any other waypoint, after
they arrived at one of these two above, you'll need a switch trigger too to force them to somewhere else.

hope this was easy enuff to understand

~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

Dubieman

  • Guest
Re:Switch trigger problem
« Reply #17 on: 18 Jun 2004, 03:08:19 »
Yeah I pretty much understand now. I can't test it since my HD (145gb) just got erased via virus. Now I'm on my backup 40gber. No OFP for a few days. I'll probably pick a new HD up tomorrow. (I can't put OFP on my 40gb since all my important system files are on there and there is no room) :(

There is some stuff in there that I didn't know about. Thanks. :P ;)
« Last Edit: 18 Jun 2004, 03:10:21 by GuiltyRoachKilla »