createTrigger
Jump to navigation
Jump to search
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. Since triggers are objects, they 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 v1.98)
- 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 v1.44)
- 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
- 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.
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint: Elite version 1.00
- Operation Flashpoint: Elite: New Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Triggers