Triggers

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Revision as of 21:51, 22 July 2006 by Kronzky (talk | contribs) (some rephrasing)
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Introduction

Triggers are an essential function for mission designers. A trigger (sometimes called a sensor) allows a mission designer to control events within a mission. Some common uses for triggers are controlling the timing of squad moves, camera control in cutscene, or even play the appropriate music when the time is right.

Activation

How the trigger is activated.
There are several combinations that can be created to activate the trigger. The trigger can be used to check if east or west is present, not present, or even detected within the trigger. A trigger can also be used to set up radio commands.

Countdown

Defines (in seconds) how long to wait until On Activation is fired. Min, Max and Mid allow you to add some randomization to the time.

Condition

In addition to the 'Activation' options above, this field allows you to specify other conditions that have to be fulfilled before the Trigger activates.
By default only the boolean variable this is present in this field. It is set to the result of the main 'Activation' condition (e.g. 'east'/'present').
The expression in this field must return a boolean value (e.g. "this && alive player").
Trigger conditions are tested every .5 seconds.

On Activation/Deactivation

Defines action that is performed when trigger condition changes to true or false.
Expression must either be an assignment or return nothing.
Variable denoting trigger can be created by filling in name field.
Array variable thisList will contain a list of all vehicles that met the trigger condition (e.g. hint format ["%1 units in area",count thisList]).

Effects

Allows the mission designer to add music, environmental sounds, or to display title messages.
Many use the effects to create quick and easy cutscenes.