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Author Topic: activating triggers  (Read 607 times)

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minimilo

  • Guest
activating triggers
« on: 16 Aug 2004, 23:28:41 »
i have a trigger that is activated by game logic, but i need hundreds of em, and as game logic is a 'side' i can only have 63, my question, how do i have a trigger activated from the start and activated by nothing, kinda like the init field of a man
cheers

Offline LCD

  • Former Staff
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Re:activating triggers
« Reply #1 on: 16 Aug 2004, 23:33:58 »
whats the prob ? just put it in a place a man stands.... and then it will activate right on the start... or even if u needs it activated by GL from the start... put them all around the same GL

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Offline Mud_Spike

  • Contributing Member
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Re:activating triggers
« Reply #2 on: 16 Aug 2004, 23:35:18 »
Create a file called 'init.sqs' in the mission's folder, then put
whatever code you want executed in there.
init.sqs is automagically executed upon mission startup.

I reckon this is not really what you are after though, so explain your problem/madness (hundreds of triggers?!) and we'll have a go at sorting you out. :)


minimilo

  • Guest
Re:activating triggers
« Reply #3 on: 16 Aug 2004, 23:43:34 »
i started a thread askin how to make explosions, for a 'new' artilley bombardment, i have that in a trigger, wot im trying to do is make it so that the explosion will happen between say 100 and 200 seconds of the trigger activating, but i need to activate the trigger of say game logic, however if i use one GL all the explosions happen in the same place, if i use different GL's, i can only have 63, so i need to no how to activate the trigger from the start of the mission, cheers (im thinking the condition box, but not sure)

Offline Mud_Spike

  • Contributing Member
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Re:activating triggers
« Reply #4 on: 16 Aug 2004, 23:52:09 »
Ah, okay, but as I said in the other thread, you really should look in to existing artillery scripts. That will save you a lot of time and you'll hopefully learn a thing or two along the way. :)

If that sounds reasonable to you, stop reading now and head for the editors depot (search for artillery).

Back to this thread:
It is somewhat hard to comprehend what you want done.
Do you want an artillery bombardment to be triggered when a certain unit walks in to an area?
Or do you want a constant rain of artillery from 200 seconds in to the mission at a predefined location?

For both these questions, I'll answer: Get an existing artillery script!
goto 10

minimilo

  • Guest
Re:activating triggers
« Reply #5 on: 17 Aug 2004, 00:01:18 »
the prob is tho, i have 2 comps, this wi internet and the one wi opf, no method of transfer, but if there was a way to internally activate a trigger, i could copy and paste the trigger, also, i want the trigger to be activated,as soon the mission startsive tried things like GL not present, but dint work,  surely there must be a way to do this, ive heard of more difficult things bneing solve internally

Offline Mud_Spike

  • Contributing Member
  • **
Re:activating triggers
« Reply #6 on: 17 Aug 2004, 00:13:53 »
in the Condition field of the trigger where it probably says 'this', type:
Code: [Select]
true
That will make the trigger right away.

good luck.
« Last Edit: 17 Aug 2004, 00:14:12 by Mud_Spike »

minimilo

  • Guest
Re:activating triggers
« Reply #7 on: 17 Aug 2004, 23:25:55 »
is this replacing this with true, or addin true to the end

Offline Mud_Spike

  • Contributing Member
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Re:activating triggers
« Reply #8 on: 17 Aug 2004, 23:29:33 »
Replacing.

I.e., instead of taking the different trigger conditions in to calculation (who is present where, bla bla), it only checks whether true is true, and last time I checked it was. :)

minimilo

  • Guest
Re:activating triggers
« Reply #9 on: 17 Aug 2004, 23:35:38 »
cheers