setTriggerArea: Difference between revisions
Jump to navigation
Jump to search
Killzone Kid (talk | contribs) No edit summary |
Lou Montana (talk | contribs) m (Text replacement - "{{Feature | Informative | " to "{{Feature|informative|") |
||
(67 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
{{ | {{RV|type=command | ||
| | |game1= ofpe | ||
|version1= 1.00 | |||
| | |game2= arma1 | ||
| | |version2= 1.00 | ||
| | |game3= arma2 | ||
|version3= 1.00 | |||
| | |game4= arma2oa | ||
|version4= 1.50 | |||
| | |game5= tkoh | ||
|version5= 1.00 | |||
| | |game6= arma3 | ||
|version6= 0.50 | |||
| | |||
|arg= global | |||
| | |eff= local | ||
}} | |gr1= Triggers | ||
|descr= [[File:setTriggerArea.jpg|thumb|300px|Trigger axis a, b and c (''half'' of their x, y and z dimensions)]] Defines the area monitored by the given trigger. The area could be either rectangular or elliptical. | |||
{{Feature|informative| | |||
Just like with a and b dimensions, c dimension will alter area in opposite directions from the trigger position along z axis. Therefore if the trigger position is on the surface, half of the trigger area will be above the surface and half below. To place the whole area above the surface, adjust trigger position (move it up c meters). If c is not specified or <{{=}} 0, the trigger's height is considered infinite like 2D triggers.}} | |||
|s1= trigger [[setTriggerArea]] [a, b, angle, isRectangle, c] | |||
|p1= trigger: [[Object]] - object of the type "EmptyDetector" | |||
|p2= a: [[Number]] - trigger area X size / 2, in meters | |||
|p3= b: [[Number]] - trigger area Y size / 2, in meters | |||
|p4= angle: [[Number]] - trigger area rotation in degrees | |||
|p5= isRectangle: [[Boolean]] - [[true]] if rectangle | |||
|p6= c: [[Number]] - (Optional, default -1) trigger area Z size / 2, in meters. -1 for infinite height | |||
|p6since= arma3 1.60 | |||
|r1= [[Nothing]] | |||
|x1= <sqf>_trigger setTriggerArea [100, 50, 45, false];</sqf> | |||
< | |x2= <sqf>_trigger setTriggerArea [100, 50, 45, false, 100];</sqf> | ||
< | |x3= <sqf> | ||
</ | _trg = createTrigger ["EmptyDetector", getPos player, false]; | ||
_trg setTriggerArea [5, 5, 0, false]; | |||
_trg setTriggerActivation ["CIV", "PRESENT", true]; | |||
_trg setTriggerStatements ["this", "hint 'Civilian near player'", "hint 'no civilian near'"]; | |||
</sqf> | |||
|seealso= [[triggerArea]] [[createTrigger]] [[setTriggerActivation]] [[setTriggerStatements]] [[setTriggerText]] [[setTriggerTimeout]] [[setTriggerType]] [[inArea]] [[inAreaArray]] [[triggerInterval]] [[setTriggerInterval]] [[enableSimulation]] [[simulationEnabled]] | |||
[[ | }} | ||
[[ | |||
[[ | |||
[[ | |||
[[ | |||
[[ | |||
[[ |
Latest revision as of 21:41, 16 May 2024
Description
- Description:
- Defines the area monitored by the given trigger. The area could be either rectangular or elliptical.
- Groups:
- Triggers
Syntax
- Syntax:
- trigger setTriggerArea [a, b, angle, isRectangle, c]
- Parameters:
- trigger: Object - object of the type "EmptyDetector"
- a: Number - trigger area X size / 2, in meters
- b: Number - trigger area Y size / 2, in meters
- angle: Number - trigger area rotation in degrees
- isRectangle: Boolean - true if rectangle
- since 1.60
- c: Number - (Optional, default -1) trigger area Z size / 2, in meters. -1 for infinite height
- Return Value:
- Nothing
Examples
- Example 1:
- Example 2:
- Example 3:
- _trg = createTrigger ["EmptyDetector", getPos player, false]; _trg setTriggerArea [5, 5, 0, false]; _trg setTriggerActivation ["CIV", "PRESENT", true]; _trg setTriggerStatements ["this", "hint 'Civilian near player'", "hint 'no civilian near'"];
Additional Information
- See also:
- triggerArea createTrigger setTriggerActivation setTriggerStatements setTriggerText setTriggerTimeout setTriggerType inArea inAreaArray 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
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
- Scripting Commands: Local Effect