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{{Command|= Comments
{{RV|type=command
____________________________________________________________________________________________


| arma |= Game name
|game1= ofpe
|version1= 1.00


|1.00|= Game version
|game2= arma1
____________________________________________________________________________________________
|version2= 1.00


| Creates a new trigger on the given position. An object of the given type is created; this type must be a class name in CfgNonAIVehicles or CfgVehicles with simulation=detector. |= Description
|game3= arma2
____________________________________________________________________________________________
|version3= 1.00


| '''createTrigger''' [type, position] |= Syntax
|game4= arma2oa
|version4= 1.50


|p1= [type, position]: [[Array]] |= Parameter 1
|game5= tkoh
|version5= 1.00


| [[Object]] |= Return value
|game6= arma3
____________________________________________________________________________________________
|version6= 0.50
 
|x1= <code>trigger<nowiki> =</nowiki> createTrigger ["EmptyDetector", [[position]] [[player]] ]</code> |= Example 1
____________________________________________________________________________________________


| |= See also
|gr1= Triggers


|descr= Creates a [[Trigger|trigger]] of the given type and at the given position. The type must be a class name in ''CfgNonAIVehicles'' or ''CfgVehicles'' with <syntaxhighlight lang="cpp" inline>simulation = detector</syntaxhighlight>. An array containing all units that have activated the trigger is available via <sqf inline>list triggerobj</sqf>. Since triggers are '''[[Object]]s''', commands such as [[getPosASL]], [[setPosASL]], [[deleteVehicle]] etc. work on them.
{{Feature|informative|Since {{arma3}} v1.54 triggers can be disabled/enabled using [[enableSimulation]] command.}}
Triggers are created with default parameters:
{{Columns|4|
* {{hl|a}}: 50
* {{hl|b}}: 50
* {{hl|c}}: -1
* {{hl|angle}}: 0
* {{hl|rectangular}}: false
* {{hl|activationBy}}: None
* {{hl|activationType}}: Present
* {{hl|repeating}}: false
* {{hl|timeoutMin}}: 0
* {{hl|timeoutMid}}: 0
* {{hl|timeoutMax}}: 0
* {{hl|interruptable}}: true
* {{hl|type}}: None
* {{hl|text}}: ""
* {{hl|name}}: ""
* {{hl|expCond}}: "this"
* {{hl|expActiv}}: ""
* {{hl|expDesactiv}}: ""
* {{GVI|arma3|1.98|size= 0.75}} {{hl|interval}}: 0.5
}}
}}


<h3 style="display:none">Notes</h3>
|s1= [[createTrigger]] [type, position, makeGlobal]
<dl class="command_description">
<!-- Note Section BEGIN -->


<!-- Note Section END -->
|p1= type: [[String]] - usually "EmptyDetector"
</dl>


<h3 style="display:none">Bottom Section</h3>
|p2= position: [[Position#Introduction|Position2D]], [[Position#Introduction|Position3D]] or [[Object]]


[[Category:Scripting Commands|CREATETRIGGER]]
|p3= makeGlobal: [[Boolean]] - (Optional - default [[true]]) locality flag
[[Category:Scripting Commands OFP Elite |CREATETRIGGER]]
* [[true]] - trigger is global {{Icon|globalEffect|24}}
[[Category:Scripting Commands ArmA|CREATETRIGGER]]
* [[false]] - trigger is local {{Icon|localEffect|24}}
|p3since= arma3 1.44
 
|r1= [[Object]] - created trigger
 
|x1= <sqf>
_trg = createTrigger ["EmptyDetector", getPos player];
_trg setTriggerArea [5, 5, 0, false];
_trg setTriggerActivation ["CIV", "PRESENT", true];
_trg setTriggerStatements ["this", "hint 'Civilian near player'", "hint 'no civilian near'"];
</sqf>
 
|x2= Open/close Bar Gate automatically:
<sqf>
//--- init of the Bar Gate
if (isServer) then
{
_gateTrigger = createTrigger ["EmptyDetector", getPosWorld this, false];
_gateTrigger setVariable ["BarGateObj", this];
_gateTrigger setTriggerActivation ["ANYPLAYER", "PRESENT", true];
_gateTrigger setTriggerArea [5, 25, getDir this, true];
_gateTrigger setTriggerStatements
[
"this",
"thisTrigger getVariable ""BarGateObj"" animateSource [""Door_1_sound_source"", 1]",
"thisTrigger getVariable ""BarGateObj"" animateSource [""Door_1_sound_source"", 0]"
];
};
</sqf>
 
|seealso= [[setTriggerActivation]] [[setTriggerArea]] [[setTriggerStatements]] [[setTriggerText]] [[setTriggerTimeout]] [[setTriggerType]] [[setEffectCondition]] [[setSoundEffect]] [[setMusicEffect]] [[setTitleEffect]] [[deleteVehicle]] [[synchronizeWaypoint]] [[synchronizeTrigger]] [[createGuardedPoint]] [[triggerInterval]] [[setTriggerInterval]] [[enableSimulation]] [[simulationEnabled]]
}}
 
{{Note
|user= TeaCup
|timestamp= 20130306141500
|text= Calling [[list]] immediately after creating a trigger this way (and setting up activation, area, statements, timeout, etc..), will return <null> instead of an array. It seems the trigger needs about 1 second to initialise, after which it will behave as expected: returning an array of all the objects inside the trigger (the ones matching the criteria), or an empty array.
}}

Latest revision as of 13:10, 21 December 2022

Hover & click on the images for description

Description

Description:
Creates a trigger of the given type and at the given position. The type must be a class name in CfgNonAIVehicles or CfgVehicles with simulation = detector. An array containing all units that have activated the trigger is available via list triggerobj. Since triggers are Objects, commands such as getPosASL, setPosASL, deleteVehicle etc. work on them.
Since Arma 3 v1.54 triggers can be disabled/enabled using enableSimulation command.

Triggers are created with default parameters:

  • a: 50
  • b: 50
  • c: -1
  • angle: 0
  • rectangular: false
  • activationBy: None
  • activationType: Present
  • repeating: false
  • timeoutMin: 0
  • timeoutMid: 0
  • timeoutMax: 0
  • interruptable: true
  • type: None
  • text: ""
  • name: ""
  • expCond: "this"
  • expActiv: ""
  • expDesactiv: ""
  • Arma 3 logo black.png1.98 interval: 0.5
Groups:
Triggers

Syntax

Syntax:
createTrigger [type, position, makeGlobal]
Parameters:
type: String - usually "EmptyDetector"
position: Position2D, Position3D or Object
since Arma 3 logo black.png1.44
makeGlobal: Boolean - (Optional - default true) locality flag
Return Value:
Object - created trigger

Examples

Example 1:
_trg = createTrigger ["EmptyDetector", getPos player]; _trg setTriggerArea [5, 5, 0, false]; _trg setTriggerActivation ["CIV", "PRESENT", true]; _trg setTriggerStatements ["this", "hint 'Civilian near player'", "hint 'no civilian near'"];
Example 2:
Open/close Bar Gate automatically:
//--- init of the Bar Gate if (isServer) then { _gateTrigger = createTrigger ["EmptyDetector", getPosWorld this, false]; _gateTrigger setVariable ["BarGateObj", this]; _gateTrigger setTriggerActivation ["ANYPLAYER", "PRESENT", true]; _gateTrigger setTriggerArea [5, 25, getDir this, true]; _gateTrigger setTriggerStatements [ "this", "thisTrigger getVariable ""BarGateObj"" animateSource [""Door_1_sound_source"", 1]", "thisTrigger getVariable ""BarGateObj"" animateSource [""Door_1_sound_source"", 0]" ]; };

Additional Information

See also:
setTriggerActivation setTriggerArea setTriggerStatements setTriggerText setTriggerTimeout setTriggerType setEffectCondition setSoundEffect setMusicEffect setTitleEffect deleteVehicle synchronizeWaypoint synchronizeTrigger createGuardedPoint triggerInterval setTriggerInterval enableSimulation simulationEnabled

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
TeaCup - c
Posted on Mar 06, 2013 - 14:15 (UTC)
Calling list immediately after creating a trigger this way (and setting up activation, area, statements, timeout, etc..), will return <null> instead of an array. It seems the trigger needs about 1 second to initialise, after which it will behave as expected: returning an array of all the objects inside the trigger (the ones matching the criteria), or an empty array.