createTrigger: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
(description format)
m (Text replacement - "|size=0.8" to "|size= 0.75")
 
(133 intermediate revisions by 9 users not shown)
Line 1: Line 1:
{{Command|= Comments
{{RV|type=command
____________________________________________________________________________________________


| arma |= Game name
|game1= ofpe
|version1= 1.00


|1.00|= Game version
|game2= arma1
|version2= 1.00


|eff= global |= Effects in MP
|game3= arma2
____________________________________________________________________________________________
|version3= 1.00


| 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>
|game4= arma2oa
|version4= 1.50


'''NOTE:''' Triggers in multiplayer are global objects and therefore should only be created on the server. Creating trigger on a client will result in trigger becoming a dead weight transferred to the server when client logs out. When created in the editor triggers are created on the server only, the trigger statements are then set on each client individually. After creating a trigger on the server, you can use [[setTriggerStatements]] and other setTriggerXXXX commands on each client to set the required client trigger operation individually.<br><br>
|game5= tkoh
|version5= 1.00


Triggers are created with default params, which are:
|game6= arma3
* a - 50.0
|version6= 0.50
* b - 50.0
* 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 - ""
|= Description
____________________________________________________________________________________________


| '''createTrigger''' [type, position] |= Syntax
|gr1= Triggers


|p1= [type, position]: [[Array]] |= Parameter 1
|descr= Creates a [[Trigger|trigger]] of the given type and at the given position. The type must be a class name in ''CfgNonAIVehicles'' or ''CfgVehicles'' with <syntaxhighlight lang="cpp" inline>simulation = detector</syntaxhighlight>. An array containing all units that have activated the trigger is available via <sqf inline>list triggerobj</sqf>. Since triggers are '''[[Object]]s''', commands such as [[getPosASL]], [[setPosASL]], [[deleteVehicle]] etc. work on them.
|p2= type: [[String]] |= Parameter 2
|p3= position: [[Position]] |= Parameter 3


| [[Object]] |= Return value
{{Feature|informative|Since {{arma3}} v1.54 triggers can be disabled/enabled using [[enableSimulation]] command.}}
____________________________________________________________________________________________
 
|x1= <code>_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'"];</code>|= Example 1
____________________________________________________________________________________________
|mp= Triggers are global and will be present on all machine(s) when this command is run. |=
|[[setTriggerActivation]], [[setTriggerArea]], [[setTriggerStatements]], [[setTriggerText]], [[setTriggerTimeout]], [[setTriggerType]], [[setEffectCondition]], [[setSoundEffect]], [[setMusicEffect]], [[setTitleEffect]], [[deleteVehicle]], [[synchronizeWaypoint]], [[synchronizeTrigger]] |= See also


Triggers are created with default parameters:
{{Columns|4|
* {{hl|a}}: 50
* {{hl|b}}: 50
* {{hl|c}}: -1
* {{hl|angle}}: 0
* {{hl|rectangular}}: false
* {{hl|activationBy}}: None
* {{hl|activationType}}: Present
* {{hl|repeating}}: false
* {{hl|timeoutMin}}: 0
* {{hl|timeoutMid}}: 0
* {{hl|timeoutMax}}: 0
* {{hl|interruptable}}: true
* {{hl|type}}: None
* {{hl|text}}: ""
* {{hl|name}}: ""
* {{hl|expCond}}: "this"
* {{hl|expActiv}}: ""
* {{hl|expDesactiv}}: ""
* {{GVI|arma3|1.98|size= 0.75}} {{hl|interval}}: 0.5
}}
}}


<h3 style="display:none">Notes</h3>
|s1= [[createTrigger]] [type, position, makeGlobal]
<dl class="command_description">
<!-- Note Section BEGIN -->


<dd class="notedate">Posted on March 6, 2013 - 14:15 (CEST)
|p1= type: [[String]] - usually "EmptyDetector"
<dt class="note">'''[[User:TeaCup|teaCup]]'''
<dd class="note">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.


<!-- Note Section END -->
|p2= position: [[Position#Introduction|Position2D]], [[Position#Introduction|Position3D]] or [[Object]]
</dl>


<h3 style="display:none">Bottom Section</h3>
|p3= makeGlobal: [[Boolean]] - (Optional - default [[true]]) locality flag
* [[true]] - trigger is global {{Icon|globalEffect|24}}
* [[false]] - trigger is local {{Icon|localEffect|24}}
|p3since= arma3 1.44


[[Category:Scripting Commands|CREATETRIGGER]]
|r1= [[Object]] - created trigger
[[Category:Scripting Commands OFP Elite |CREATETRIGGER]]
 
[[Category:Scripting Commands ArmA|CREATETRIGGER]]
|x1= <sqf>
[[Category:Command_Group:_Activators|{{uc:{{PAGENAME}}}}]]
_trg = createTrigger ["EmptyDetector", getPos player];
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
_trg setTriggerArea [5, 5, 0, false];
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
_trg setTriggerActivation ["CIV", "PRESENT", true];
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]
_trg setTriggerStatements ["this", "hint 'Civilian near player'", "hint 'no civilian near'"];
</sqf>
 
|x2= Open/close Bar Gate automatically:
<sqf>
//--- 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]"
];
};
</sqf>
 
|seealso= [[setTriggerActivation]] [[setTriggerArea]] [[setTriggerStatements]] [[setTriggerText]] [[setTriggerTimeout]] [[setTriggerType]] [[setEffectCondition]] [[setSoundEffect]] [[setMusicEffect]] [[setTitleEffect]] [[deleteVehicle]] [[synchronizeWaypoint]] [[synchronizeTrigger]] [[createGuardedPoint]] [[triggerInterval]] [[setTriggerInterval]] [[enableSimulation]] [[simulationEnabled]]
}}
 
{{Note
|user= TeaCup
|timestamp= 20130306141500
|text= 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.
}}

Latest revision as of 13:10, 21 December 2022

Hover & click on the images for description

Description

Description:
Creates a 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, commands such as getPosASL, setPosASL, deleteVehicle etc. work on them.
Since Arma 3 v1.54 triggers can be disabled/enabled using enableSimulation command.

Triggers are created with default parameters:

  • a: 50
  • b: 50
  • 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: ""
  • Arma 3 logo black.png1.98 interval: 0.5
Groups:
Triggers

Syntax

Syntax:
createTrigger [type, position, makeGlobal]
Parameters:
type: String - usually "EmptyDetector"
position: Position2D, Position3D or Object
since Arma 3 logo black.png1.44
makeGlobal: Boolean - (Optional - default true) locality flag
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:
setTriggerActivation setTriggerArea setTriggerStatements setTriggerText setTriggerTimeout setTriggerType setEffectCondition setSoundEffect setMusicEffect setTitleEffect deleteVehicle synchronizeWaypoint synchronizeTrigger createGuardedPoint triggerInterval setTriggerInterval enableSimulation simulationEnabled

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
TeaCup - c
Posted on Mar 06, 2013 - 14:15 (UTC)
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.