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Author Topic: Eliminating Excess Triggers  (Read 463 times)

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Mr.BoDean

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Eliminating Excess Triggers
« on: 04 Aug 2003, 22:35:02 »
There are a couple of places where I have 2 stacked triggers so that there is a delay between effects and dialogue, for instance. Is there a way to add a time delay between sidechats in the OnActivation line of the same trigger?

i.e., in a script u could have :

P1 sidechat "Blah Blah Blah";
~3
P2 sidechat "Well, Blahbety Blah blah";
exit

So, can you make all of that happen in one trigger? I've gotten errors when I tried before.    I'm sure there are other places where I could eliminate triggers if I knew a better way to condense things into one.     ;)   8)

Offline Artak

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Re:Eliminating Excess Triggers
« Reply #1 on: 04 Aug 2003, 23:08:54 »
Not as far as I know. The best solution would be to make a script of all your sidechats. Scripts are great, learn them well m'kay.  :D
You can have tens of triggers in one script.  ;)
Not all is lost.

Mr.BoDean

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Re:Eliminating Excess Triggers
« Reply #2 on: 04 Aug 2003, 23:18:11 »
Not as far as I know. The best solution would be to make a script of all your sidechats. Scripts are great, learn them well m'kay.  :D
You can have tens of triggers in one script.  ;)

thanks, Arty  ...this is true. I am actually using several scripts that do combine several events and chats. I'm just trying to cut down on some lag issues and didn't want to add another script.  Just thought there might be a simple way to use the ~3 command in a trigger.   :-\

Offline Sui

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Re:Eliminating Excess Triggers
« Reply #3 on: 05 Aug 2003, 04:02:26 »
An alternative that is to use gamelogics (as BIS did).
Give them waypoints, with delays and the speech in their OnAct lines... ;)

Mr.BoDean

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Re:Eliminating Excess Triggers
« Reply #4 on: 05 Aug 2003, 06:05:21 »
An alternative that is to use gamelogics (as BIS did).
Give them waypoints, with delays and the speech in their OnAct lines... ;)

Hmmm ...Interesting , Fuzzy dog. Might try that, thx.   ;)