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Killzone Kid (talk | contribs) (locality corrected, triggers are global objects) |
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|1.00|= Game version | |1.00|= Game version | ||
|eff= | |eff= global |= Effects in MP | ||
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Created triggers can be deleted using [[deleteVehicle]]. | Created triggers can be deleted using [[deleteVehicle]]. | ||
'''NOTE:''' Triggers in multiplayer are global objects and therefore should only be created on the server. Creating trigger on a client will result in trigger becoming a dead weight transferred to the server when client logs out. When created in the editor triggers are created on the server only, the trigger statements are then set on each client individually. After creating a trigger on the server, you can use [[setTriggerStatements]] and other setTriggerXXXX commands on each client to set the required client trigger operation. | |||
|= Description | |= Description | ||
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Revision as of 14:18, 20 January 2014
Description
- Description:
- 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. An array containing all units that have activated the trigger is available via list triggerobj. Created triggers can be deleted using deleteVehicle. NOTE: Triggers in multiplayer are global objects and therefore should only be created on the server. Creating trigger on a client will result in trigger becoming a dead weight transferred to the server when client logs out. When created in the editor triggers are created on the server only, the trigger statements are then set on each client individually. After creating a trigger on the server, you can use setTriggerStatements and other setTriggerXXXX commands on each client to set the required client trigger operation.
- Multiplayer:
- Trigger will only be present on the machine(s) this command is run.
- Groups:
- Uncategorised
Syntax
- Syntax:
- Object = createTrigger [type, position]
- Parameters:
- [type, position]: Array
- type: String
- position: Position
- Return Value:
- Object
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'"];
Additional Information
- See also:
- setTriggerActivationsetTriggerAreasetTriggerStatementssetTriggerTextsetTriggerTimeoutsetTriggerTypesetEffectConditionsetSoundEffectsetMusicEffectsetTitleEffectdeleteVehiclesynchronizeWaypointsynchronizeTrigger
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
Notes
- Posted on March 6, 2013 - 14:15 (CEST)
- teaCup
- 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.
Bottom Section
Categories:
- Scripting Commands
- Introduced with Arma version 1.00
- Arma: New Scripting Commands
- Arma: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands: Global Effect
- Scripting Commands OFP Elite
- Scripting Commands ArmA
- Command Group: Activators
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters