triggerAttachObject: Difference between revisions

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m (Text replacement - "\|seealso= *\[\[([^ ]+)\]\], \[\[([^ ]+)\]\]" to "|seealso= $1 $2")
m (Text replacement - "\|seealso= *\[\[([^ ]+)\]\], \[\[([^ ]+)\]\]" to "|seealso= $1 ")
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|x1= <code>_trigger [[triggerAttachObject]] 1234;</code>
|x1= <code>_trigger [[triggerAttachObject]] 1234;</code>


|seealso= [[attachObject]] [[attachTo]] [[attachedObjects]] [[attachedTo]] [[waypointAttachVehicle]] [[waypointAttachedVehicle]], [[lightAttachObject]], [[triggerAttachVehicle]], [[attachedObject]], [[triggerAttachedVehicle]], [[triggerInterval]], [[setTriggerInterval]], [[enableSimulation]], [[simulationEnabled]]
|seealso= [[attachObject]] [[attachTo]] [[attachedObjects]] [[attachedTo]] [[waypointAttachVehicle]] [[waypointAttachedVehicle]] [[lightAttachObject]], [[triggerAttachVehicle]], [[attachedObject]], [[triggerAttachedVehicle]], [[triggerInterval]], [[setTriggerInterval]], [[enableSimulation]], [[simulationEnabled]]
}}
}}



Revision as of 20:58, 20 January 2022

Hover & click on the images for description

Description

Description:
Assigns a static object to the trigger. The activation source is changed to "STATIC".
Groups:
Triggers

Syntax

Syntax:
triggerName triggerAttachObject objectId
Parameters:
triggerName: Object
objectId: Number
Return Value:
Nothing

Examples

Example 1:
_trigger triggerAttachObject 1234;

Additional Information

See also:
attachObject attachTo attachedObjects attachedTo waypointAttachVehicle waypointAttachedVehicle lightAttachObjecttriggerAttachVehicleattachedObjecttriggerAttachedVehicletriggerIntervalsetTriggerIntervalenableSimulationsimulationEnabled

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
Posted on October 31, 2013
Killzone_Kid
This command doesn't quite work in Arma 3 {{ExternalLink|link= http://feedback.arma3.com/view.php?id=15750]

Further|text= investigation reveals that objectId param for this command is some kind of map id and not the id you can see in the editor. This map id could be seen in multiplayer when looking at [[netId}}] of the static objects, for example "1:-23984219837", the -23984219837 would be the objectId. Unfortunately it still doesn't work.