createTrigger: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - " *\| *([Cc]omments|COMMENTS|Game|[Gg]ame [Nn]ame|Game [Vv]ersion|Game Version \(number surrounded by NO SPACES\)|Multiplayer Arguments( \("local" or "global"\))?|Effects|Multiplayer Effects( \("local" or "global"\))?|Multiplayer Exe...) |
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{{Command | {{Command | ||
| arma1 | | arma1 | ||
|1.00 | |1.00 | ||
|gr1= Triggers | |gr1= Triggers | ||
| Creates a sensor ([[trigger]]) of the given type and at the given position. The type must be a class name in CfgNonAIVehicles or CfgVehicles with simulation <nowiki>=</nowiki> detector. An array containing all units that have activated the trigger is available via [[list]] ''triggerobj''. Created triggers can be deleted using [[deleteVehicle]].<br><br> | | Creates a sensor ([[trigger]]) of the given type and at the given position. The type must be a class name in CfgNonAIVehicles or CfgVehicles with simulation <nowiki>=</nowiki> detector. An array containing all units that have activated the trigger is available via [[list]] ''triggerobj''. Created triggers can be deleted using [[deleteVehicle]].<br><br> | ||
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* <tt>interval</tt>: 0.5 (Cannot be accessed via editor, [[setTriggerInterval | scripted only]] since Arma 3 v1.97.146056) | * <tt>interval</tt>: 0.5 (Cannot be accessed via editor, [[setTriggerInterval | scripted only]] since Arma 3 v1.97.146056) | ||
|p1= [type, position, makeGlobal]: [[Array]] | | '''createTrigger''' [type, position, makeGlobal] | ||
|p2= type: [[String]] - usually "EmptyDetector" | |||
|p3= position: [[Position2D]], [[Position3D]] or [[Object]] | |p1= [type, position, makeGlobal]: [[Array]] | ||
|p2= type: [[String]] - usually "EmptyDetector" | |||
|p3= position: [[Position2D]], [[Position3D]] or [[Object]] | |||
|p4= makeGlobal (Optional): [[Boolean]] - locality flag ''(available since Arma 3 v1.43.129935)'' | |p4= makeGlobal (Optional): [[Boolean]] - locality flag ''(available since Arma 3 v1.43.129935)'' | ||
* [[true]] (Default) - trigger is global {{EffArg|cmd|eff|glob}} | * [[true]] (Default) - trigger is global {{EffArg|cmd|eff|glob}} | ||
* [[false]] - trigger is local {{EffArg|cmd|eff|local}} | * [[false]] - trigger is local {{EffArg|cmd|eff|local}} | ||
| [[Object]] - created trigger | | [[Object]] - created trigger | ||
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_trg [[setTriggerArea]] [5, 5, 0, [[false]]]; | _trg [[setTriggerArea]] [5, 5, 0, [[false]]]; | ||
_trg [[setTriggerActivation]] ["CIV", "PRESENT", [[true]]]; | _trg [[setTriggerActivation]] ["CIV", "PRESENT", [[true]]]; | ||
_trg [[setTriggerStatements]] ["this", "hint 'Civilian near player'", "hint 'no civilian near'"];</code> | _trg [[setTriggerStatements]] ["this", "hint 'Civilian near player'", "hint 'no civilian near'"];</code> | ||
|x2= Open/close Bar Gate automatically: <code>//--- init of the Bar Gate | |x2= Open/close Bar Gate automatically: <code>//--- init of the Bar Gate | ||
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"[[thisTrigger]] [[getVariable]] ""BarGateObj"" [[animateSource]] [""Door_1_sound_source"", 0]" | "[[thisTrigger]] [[getVariable]] ""BarGateObj"" [[animateSource]] [""Door_1_sound_source"", 0]" | ||
]; | ]; | ||
};</code> | };</code> | ||
|[[setTriggerActivation]], [[setTriggerArea]], [[setTriggerStatements]], [[setTriggerText]], [[setTriggerTimeout]], [[setTriggerType]], [[setEffectCondition]], [[setSoundEffect]], [[setMusicEffect]], [[setTitleEffect]], [[deleteVehicle]], [[synchronizeWaypoint]], [[synchronizeTrigger]], [[createGuardedPoint]], [[triggerInterval]], [[setTriggerInterval]], [[enableSimulation]], [[simulationEnabled]] | |[[setTriggerActivation]], [[setTriggerArea]], [[setTriggerStatements]], [[setTriggerText]], [[setTriggerTimeout]], [[setTriggerType]], [[setEffectCondition]], [[setSoundEffect]], [[setMusicEffect]], [[setTitleEffect]], [[deleteVehicle]], [[synchronizeWaypoint]], [[synchronizeTrigger]], [[createGuardedPoint]], [[triggerInterval]], [[setTriggerInterval]], [[enableSimulation]], [[simulationEnabled]] | ||
}} | }} |
Revision as of 00:12, 18 January 2021
Description
- Description:
- Creates a sensor (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. Created triggers can be deleted using deleteVehicle.
Triggers are created with default params, which are:
- a: 50.0
- b: 50.0
- 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: ""
- interval: 0.5 (Cannot be accessed via editor, scripted only since Arma 3 v1.97.146056)
- Groups:
- Triggers
Syntax
- Syntax:
- createTrigger [type, position, makeGlobal]
- Parameters:
- [type, position, makeGlobal]: Array
- type: String - usually "EmptyDetector"
- position: Position2D, Position3D or Object
- makeGlobal (Optional): Boolean - locality flag (available since Arma 3 v1.43.129935)
- true (Default) - trigger is global Template:EffArg
- false - trigger is local Template:EffArg
- 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:
- setTriggerActivationsetTriggerAreasetTriggerStatementssetTriggerTextsetTriggerTimeoutsetTriggerTypesetEffectConditionsetSoundEffectsetMusicEffectsetTitleEffectdeleteVehiclesynchronizeWaypointsynchronizeTriggercreateGuardedPointtriggerIntervalsetTriggerIntervalenableSimulationsimulationEnabled
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 Armed Assault version 1.00
- ArmA: Armed Assault: New Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Command Group: Triggers
- Operation Flashpoint: Elite: Scripting Commands
- Arma 2: Scripting Commands
- Arma 3: Scripting Commands
- Take On Helicopters: Scripting Commands