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Author Topic: Triggers  (Read 444 times)

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Offline ZeekLTK

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Triggers
« on: 28 Mar 2003, 23:24:33 »
I'm trying to make a mission where the enemy attacks your town and you need to hold them off.... blah blah blah.


Anyways, I want a trigger set up to around the town where once you defeat the enemies or make them retreat... just do something to get the away from the town, then you win.

The trigger is set to end the mission when "East - Not Present" but the problem is that none of the East units start out inside the trigger so the mission ends right away. I don't want to make the trigger big enough to include the East's starting point because then if there's one unit that ran off into the woods somewhere or something, the mission wouldn't end.

So my question is: How do I make the trigger not work unless there are East units inside it first, and then the mission ends when they are gone? (Hope that makes sense)

Offline macguba

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Re:Triggers
« Reply #1 on: 29 Mar 2003, 00:39:58 »
Make two triggers covering the area of the town.

First one (slightly smaller)

Activation box:   East present
countdown:        60     60     60
On activation:     eastHere=true


Second one (area you have now)

Activation box:    East not present
Type:    End#1
Condition:   this and eastHere


What will happen is that when east enter the area the variable eastHere will be set to true.   (There is a delay of 60 seconds so that if the first loon to cross into the trigger area gets killed straight away it doesn't trigger the ending)      The east not present trigger can only fire after the first trigger has fired.

The question made perfect sense .... I hope the answer does too.   ;)
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