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Author Topic: setposing Thiggers  (Read 630 times)

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Offline Flauta

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setposing Thiggers
« on: 14 Jun 2005, 18:52:47 »
Hi there!

Well I have been out for a month... but im back again!
This is mi trouble now:

Background
A West 5th truck (open) must pick up some resistance units, but it is suddenly ambushed by an T80 and destroyed.
The resistance squad must bring the "Packaje" ( A westertn pilot) by foot to a West Avance point.

The thing
You play as resistance leader, and when you walk near the dead 5th Truck, activates a trigger wich says "Damn! they didn't have a chance!" or something like thath. but the Truck Must be dead and it could die anyware

The Problem
I tried making a trigger (far far away) whit this propietes:
y: 20 x: 20
Activation: Resistance
Present
Condition: This
on activation: (nothing, and on the cinematic tag y put  a text in plain down)

and setposing this trigger when the Truck dies, on the coordinates of the truck..

But when is setposed, it dosn't work.. but if it is not setposed, it works, thre is any other way to do this?? or im doing this wrong?


Byes and thanks

Offline bedges

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Re:setposing Thiggers
« Reply #1 on: 14 Jun 2005, 18:59:26 »
firstly, have you named the trigger?

secondly, it may be when the truck 'dies', it is no longer recognised by flashpoint. i would locate the trigger over the truck with a small looping script like this:

Code: [Select]
;trigger over truck

#loop

trigger_name setpos getpos truck_name
~1

?(alive truck_name):goto "loop"

exit

that way the trigger stays over the truck until it blows up.

Offline Flauta

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Re:setposing Thiggers
« Reply #2 on: 14 Jun 2005, 19:17:11 »
maybe is that... I will check.. yes, I've named the trigger, and also I made a little script, wich Hint's me the coordinates of the truck and the trigger, and when it dies, they have the same coords...
but I'll chek that

Cheers

qqqqqq

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Re:setposing Thiggers
« Reply #3 on: 14 Jun 2005, 22:28:07 »
Trigger condition (not canmove lorry1) and ((lorry1 distance player) < 5)