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Author Topic: text triggers that depend on another being active...  (Read 535 times)

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Littlealx

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Hi!

Actually, i have 3 questions  :D

I'm making a mission with a small amount of text at the beginning. I have made a trigger that will make a soldier say "a truck is coming" when a truck hits it. What i want to do is make another trigger that will only activate if "truck is coming" has been activated, and make the text "Get ready" appear afterwards.

I intent to make multiple triggers that depend on another being activated, so help would be very much appreciated  ;D

Secondly, I want to make a patrol that will go round indefinatly... how do i do this?

Thirdly is the most complicated. (but probably not for you die hards). It will be a multiplayer mission, and i want there to be only one respawn for each player, when they do, i want them to respawn on an island with a helicopter controlled by two AI. The helicopter remains locked until the leader radios that he needs reinforcements, then the chopper will unlock and wait for the troops to be on board before taking off. i would also like to figure how to make it go back and land at the island lol. But it also needs to wait untill everyone that was on is out.

No... i dont have too much experience but hey, i'm enjoying myself making this map, perhaps if i finish it you might play it some time.

Help would be greatly appreciated  ::)

Littlealx
 


Offline dmakatra

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Re:text triggers that depend on another being active...
« Reply #1 on: 07 Jan 2004, 10:35:04 »
1. I can't really help you here m8y cause I don't really understand what you want, probably my bad english.
2. Use the cycle WP.
3. Dunno, I ain't good with MP scripting and respawning and that crap.

:beat: *Gets Shot* :beat:

Pipski

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Re:text triggers that depend on another being active...
« Reply #2 on: 07 Jan 2004, 10:57:56 »
To answer question 1, assuming you have something like

grunt sideChat "A truck is coming"

in the On Activation box of your trigger, then if you add another bit vis a vis:

grunt sideChat "A truck is coming"; herewego = true

Then, in the Condition box of your second trigger, where it says `true' by default, delete `true' and write herewego.  

The first trigger will apply the talky bit as normal and then set a condition called herewego to `true' and the second trigger won't activate until herewego is true.  

So your second trigger would be:

Condition:  herewego
On Activation:  grunt sideChat "Get ready!"

You will probably want to look at building in a delay between the two triggers using Countdown or Timeout I would have thought.


To make a patrol go `round indefinitely make their last wp a `Cycle' one and put it next to the first one (or whichever you like).  When they reach it they will move on to the adjacent waypoint, like Armstrong said.


Can't help you with MP stuff, not got that far meself yet!
« Last Edit: 07 Jan 2004, 10:59:13 by Pipski »

Offline Artak

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Re:text triggers that depend on another being active...
« Reply #3 on: 07 Jan 2004, 11:04:35 »
1. In the 'on activation' field of the "a truck is coming"-trigger type getready=true
    Make a new trigger with radius 0,0 and type in it's 'condition' field getready. Set all the 'time out' fields (three) to 7. Then type in the 'on activation' field of this trigger titletext ["Get ready!","plain down"] if you're using title text or if sidechat, well you know how it works.

1.1 The activation of other triggers is up to conditions. You can have very complex conditions and variables combined, but if you just want one trigger activated when another has been activated, you type in a variable on the first triggers activation line and set it to true. Then you type that variable to the other triggers condition line which waits for the condition to be met ie. the variable being set to true. I think this is the most basic you can get and can find it in many tutorials.

2. Do as Armstrong said. Place the move waypoints as you want the patrol to go and set the last waypoint type to 'cycle'. When the group reaches it's cycle waypoint they will start all over again from the first move waypoint.

3. As far as I know there's no way of setting a "one time respawn only" in MP. The respawn possibilities are to base, to group, to where you died.. umm.. and I've forgotten the last one. Anyhow as this would be complex and virtually impossible I'm not even going further in to it.



Quote
Dunno, I ain't good with MP scripting and respawning and that crap.
 :hmm: it ain't crap boeh!
 :beat:*shoots Armstrong* :beat:

 ;D
Not all is lost.

Offline dmakatra

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Re:text triggers that depend on another being active...
« Reply #4 on: 07 Jan 2004, 11:14:11 »
I thought you were going to talk about it, yes? But you just got to violence directly! ;D ;)

Also, to brake a cycle WP look at www.ofpec.com/editors and search for my Switch Trigger Tute - I know it's not very good but it's worth reading. Don't read my other tute though, it sux, not to mention my submitted script... ::) :P

:beat: *Gets Shot* :beat:

Littlealx

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Re:text triggers that depend on another being active...
« Reply #5 on: 07 Jan 2004, 11:40:19 »
aha... so the editors dept of ofpec is open... thank god.

Thanks for the waypoint tip. that was simple.

With the triggers and text, im not even using any initilisations in them, or this "grunt sidechat". i just stick in a trigger thats activated by a civilian truck, and in effects i make text appear.

But i understand what you are saying basically. i need to dream up a load of variables, a different one for every trigger activated. that should be simple enough.

As for the third, i have seen it done before, this is just a case of stringing a load of seperate triggers together.. Ill find a way thanks for the help. What i was really asking was how to add a radio option that makes the blackhawk send in some paratroopers. I was sure there was a 1 time respawn... DAM  :'(

O yea, one more thing (for now at least) how do u make a trigger regognise a players name???

Example, the mission involves a soldier talking to the truck driver. If he says "we need a lift..." etc, how do i get the writing on screen to say "Littlealx: we need a lift..." or whaever the players name happens to be??? I have seen it done before.

Happy easter  ;D

Offline macguba

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Re:text triggers that depend on another being active...
« Reply #6 on: 07 Jan 2004, 13:57:29 »
You are absolutely right, the way to turn triggers off and on is to use variables.     The condition field will often look something like this:-

this and variable1 and variable2 and (not variable3)

You do not have to initialise variables but if the game meets an undefined variable it will treat the whole expression as false.    You can prevent this by defining variables in init.sqs like this

variable3=false

As for the name thing, syntax not guaranteed (check the titletext, name and format commands in the command ref) but write something like this in the On Activation box in the trigger.   (Forget the text box in Effects, it only stops you from doing cool stuff like this.)

titletext [format ["Lieutenant %1, we need a lift.", name player],"plain",2]



Plenty of reviewed ArmA missions for you to play