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{{ | {{RV|type=command | ||
| | |game1= ofpe | ||
|version1= 1.00 | |||
|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 | |||
|gr1= Triggers | |||
|= | |||
| [[ | |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. | ||
{{Feature|important|Triggers are always created on the road surface (AGL) at provided x, y coordinates. The z param is ignored. In order to place the trigger with a custom z, use a 'setPosXXX' command after trigger creation.}} | |||
{{Feature|informative|Since {{arma3}} v1.54 triggers can be disabled/enabled using [[enableSimulation]] command.}} | |||
| | 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 | |||
}} | |||
|s1= [[createTrigger]] [type, position, makeGlobal] | |||
|p1= type: [[String]] - usually "EmptyDetector" | |||
| [[ | |p2= position: [[Position#Introduction|Position2D]], [[Position#Introduction|Position3D]] or [[Object]] (see the note in description) | ||
| | |||
}} | |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 | |||
|r1= [[Object]] - created trigger | |||
|x1= <sqf> | |||
_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'"]; | |||
</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 20:20, 31 October 2024
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.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: ""
- 1.98 interval: 0.5
- Groups:
- Triggers
Syntax
- Syntax:
- createTrigger [type, position, makeGlobal]
- Parameters:
- type: String - usually "EmptyDetector"
- position: Position2D, Position3D or Object (see the note in description)
- since 1.44
- 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
- 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.
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