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Author Topic: OMG triggers :o(  (Read 765 times)

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Judge856

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OMG triggers :o(
« on: 17 Jun 2003, 06:28:41 »
 ;D hi guys,

Does anyone have any idea how to sync a trigger with a way, or maybe a script. What I need done is....

Trigger = East not present

When this is true I'd like to have two choppers flying in from sea. I've tried sync'ing the trigger and first chopper waypoint, but they fly in anyway, and I've no idea how the timer works. If anyone can help, please do  :)

Thanks in advance

Offline CrashDome

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Re:OMG triggers :o(
« Reply #1 on: 17 Jun 2003, 07:52:31 »
I believe that most vehicles will always move to the first waypoint.. what you want to do is:

Put first waypoint somewhere in front of choppers.
In first waypoint properties under "condition" type in the trigger name.
Do not sync trigger.

That way, they will not continue to waypoint 2 until the condition is met (i.e. Trigger is true)

VUSN042

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Re:OMG triggers :o(
« Reply #2 on: 17 Jun 2003, 08:01:38 »
First, make sure the trigger bound is large enough.  The default is 50x50 metres (first two fields in the trigger dialogue) which may not be what you want.  Make sure it's big enough to cover the whole area you want the detection to work in.

Second, make sure you select "Switch" as the trigger type.

Third, make sure you leave the CONDITION type at the default of "this".

Fourth, as mentioned in the above post, make sure you place the sync'd waypoint at the place you want the helos to wait, they will travel to that waypoint to wait for the sync to switch it on.

Simple timing:
If you want the trigger to activate immediately on the trigger condition (EAST = "Not Preset" in your case) becoming true, then leave the min/med/max values at 0.

If you want the trigger to hold-off for some time to elapse before activating, then enter the time (in SECONDS) in all three of those fields and leave the timer type at "COUNTDOWN".

That should get you going.  Look around on this site for some tutorials, I'm sure I've seen some dealing with triggers around someplace.

Good Luck and have fun.
« Last Edit: 17 Jun 2003, 08:05:16 by VUSN042 »

Offline CrashDome

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Re:OMG triggers :o(
« Reply #3 on: 17 Jun 2003, 08:27:25 »
Thanks for the pick up on some of the timing info VUS...

I just re-read and saw I missed his timer question.

Quick explanation:
Using Countdown means time before activation (once trigger condition is met)
using Timeout means time allowed to return to false before activated (kinda like a car alarm - you get certain amount of warning time before going off)
Min/Max = minimum/maximum time to activation (number picked randomly between)
Mid helps determine if you want it to randomly choose more towards min or max.
i.e. Min=0 Max=10 Mid=5 then most numbers chosen will be across the board
Min=0 Max=10 Mid=7 then most numbers chosen will be in the higher range

Edit: Crap, did I get Timeout and Countdown backwords? I dont think so.....Man, I can never remember those correctly... anyone?
« Last Edit: 17 Jun 2003, 08:29:23 by CrashDome »

Mr.BoDean

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Re:OMG triggers :o(
« Reply #4 on: 17 Jun 2003, 09:39:42 »
Nope, looks good to me, Crash  ;)

Another thing I've found helpful with choppers is giving them no Fuel till the trigger activates so they cant just wander on thru their WP's.

Like so:
this SetFuel 0
In the INIT. line of your chopper (or WP)

And then:
ChopperName SetFuel 1
In the On Activation line of your trigger

Of course, you'd want to choose NONE rather than FLYING in the Special Category of your unit, else it will be eating dirt soon after the game starts.  :-X

If you want your choppers to come from over water, you could use this scenario and just have them stationed on an Island or remote place on the map and WP them to come in where you want.

Also, you could use the setpos command to place the choppers at sea when your trigger activates.
« Last Edit: 17 Jun 2003, 09:41:41 by Mr.BoDean »

VUSN042

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Re:OMG triggers :o(
« Reply #5 on: 19 Jun 2003, 07:08:47 »
Thanks for the pick up on some of the timing info VUS...

I just re-read and saw I missed his timer question.

NP, you're most welcome sir :)...


Edit: Crap, did I get Timeout and Countdown backwords? I dont think so.....Man, I can never remember those correctly... anyone?

No, you got it right.

---

Further to the extra stuff about fuel, if the helos are starting on the ground, you could also init them with 'this flyInHeight 0', and 'this action [ "STR_ACTION_ENGINEOFF", this]' to keep them on the ground and not wasting fuel.  You can even do it to an empty helo and the units you assign to them will still take the init into account (make sure you have a helipad object under the helo).  You can then set flyInHeight to a non-zero value on the sync'd trigger.

« Last Edit: 19 Jun 2003, 07:42:32 by VUSN042 »

KyleSarnik

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Re:OMG triggers :o(
« Reply #6 on: 19 Jun 2003, 21:38:50 »
I think he said he wanted them to fly in from the sea. Now the chopper would sink if it wasn't flying.

VUSN042

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Re:OMG triggers :o(
« Reply #7 on: 20 Jun 2003, 14:46:57 »
Jeez man, no-one was trying to say anyone *had* to use *all* the info/advice posted ;-).

Besides, just 'cos you might want the helos to fly in from offshore doesn't mean they have to actually *start out* feet wet!  You could have them waiting on the ground somewhere until a trigger, then have them take off and fly to a rally point somewhere just offshore to wait for another trigger... or whatever.


Judge856

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Re:OMG triggers :o(
« Reply #8 on: 20 Jun 2003, 21:44:33 »
S'ok, thanks everyone, I used the switch trigger  :D

All working fine, thanks alot!!!