createTrigger: Difference between revisions

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| 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>


{{Informative | Since Arma 3 v1.43.129935 triggers can be created locally on clients setting optional param ''makeGlobal'' to [[false]]}}
{{Feature | Informative | Since Arma 3 v1.43.129935 triggers can be created locally on clients setting optional param ''makeGlobal'' to [[false]]}}
{{Informative | Since Arma 3 v1.53.132440 triggers can be disabled/enabled using [[enableSimulation]] command}}<br>
{{Feature | Informative | Since Arma 3 v1.53.132440 triggers can be disabled/enabled using [[enableSimulation]] command}}<br>


Triggers are created with default params, which are:
Triggers are created with default params, which are:

Revision as of 01:11, 7 February 2021

Hover & click on the images for description

Description

Description:
Description needed
Groups:
Triggers

Syntax

Syntax:
Syntax needed
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)
Return Value:
Return value needed

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:
See also needed

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.