- Arma 3 trigger activated Skip to main content. ARMA 2 & OPERATION ARROWHEAD - EDITING ; ARMA 2 & OA : MISSIONS - Editing & Scripting ; How to make one trigger activate when other few triggers are on. sqf files. i have a lot to learn to understand the framework im sorry but i'm having trouble understanding what and how to write it inside the game. how do you put two conditions inside that add action, i already put the "triggerActivated Card1" and i want to link a trigger that would set its state to "completed" once the addaction is Description Description: Defines trigger condition, activation and deactivation statements. Place a trigger, change the condition field to "openCrate," then put whatever you need in the onAct field. 1. By Cody714. I started off by de-syncing the helicopter with the support provider module and thought I could simply use the module as a Repeat alarm sound (via trigger) when activated Arma 3 How do you loop the alarm sound in a trigger when signaled to do so? When a squad enter an area, I have it signal a trigger that plays an alarm, but it doesn’t repeat. 7 years of these posts and your the guy that nailed it on the first answer! Well I'm not super versed in waypoints, all my scripting work is more mechanic and mod based, but it sounds like using a trigger activated by your trigger that adds a waypoint and runs the code you want might work. I approached it first with the triggerActivated conditions for the end mission thanks for the link. Aug 8, 2019 @ 12:22pm Activate trigger with Object present I was wondering if there was a simple way to fire a trigger when the player places an AT mine in the trigger radius. if (triggerActivated trg1) then { hint "trigger I have a trigger that spawns enemy units but I want this trigger to be activated when I enter another triggers zone. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews You obviously have a task set up for it and a trigger that lets the task be succesfull. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews trigger with multiple activation requirments I need a trigger to be set off but only after 2 different AA sites have been destroyed. Couple notes If you have units in hand placed buildings like the metal shoothouses, then make 2 sepperate layers one for props one for ai. In my mission there is an objective where players have to go to a laptop_1 and make mines online which in turn sets the boolean isMineSet to TRUE. You can see it visualised both in the scene and in the I make a trigger zone, blufor present, on activation it sets a variable "z1 = 1;". Upon mission start, the error message in the title appears, which I took as the trigger being Let's say I have 3 task state triggers activating when blufor enters one of three areas and I need an end mission trigger who activates if at least one of the three triggers Just have a script that changes the trigger activation. I have an object (radio) that has an interaction saying “use radio” and I am looking to have it start an objective once it has been used but I don’t know how to make a trigger activate by using the addAction command on the radio object. Returns true if the trigger has been activated. class ATMine Last edited by Hi, so basically I wanted to have a support requester or provider module activate a trigger which would then activate a series of waypoints for a helicopter as opposed to having the helicopter come and land right at the support provider module location. See ArmA:Mission Editor - Triggers for a thorough overview of triggers and its fields for activation, effects, etc. All Activity; Home ; Forums ; FEATURED GAMES ; ARMA 3 ; Arma 3. MATTXYO Dear Folks, I have some trouble with trigger conditions and would appreciate some help. If the trigger is activated by a radio command, this text will replace the default radio command name in both the command menu and on Hi! I'm trying my hand at scripting and I could use some help. ) Here is How you can reproduce this Returns trigger activation in the form [by, type, repeating]. This Inside the trigger, its context is now changed to be activated when either that specific unit is present, his whole group, ect. I put "triggerActivated Trig2" in the condition box for Trig1. https://community. I am trying to make OPFOR AI move into an area one BLUFOR Players have been detected in that area. Followers 0. 60) Examples Example 1: _area = triggerArea sensor1; // result is [200, 120, 45, false, -1]; Additional Information See also: setTriggerArea inArea inAreaArray Notes Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews my question is, how do i make a trigger activate when _mStart = 1? < > Showing 1-2 of 2 comments . All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews it to become able to activate until the player passes through another trigger and then from there on the conversation trigger can be activated and will activate the conversation. It refuses to accept it and activate. How can I make them spawn after a specific trigger with a condition (example: !alive or TriggerActivated) is activated? Thanks in advance! :) ARMA 3 ; ARMA 3 - EDITING ; ARMA 3 - MISSION EDITING & SCRIPTING ; I google search every possible combination of the words "amra 3 How to activate a trigger on a dedicated server" and NADA. Dick Caught In Fan. It's not that hard. If a trigger has not been rotated (angle = 0), then Axis a is aligned East-West, Axis b is North to South. I want my players to blow up. I want to a have a trigger zone around the planes that activates when the refuel truck enters, so enemy troops can attack while the planes are being refueled. Not enough ratings Cody714's Eden Tips: Triggers/Commands. Go To Topic Listing ARMA 3 - MISSION EDITING & SCRIPTING. So at first the task isn't there, until a BLUFOR soldier walks into a hanger. i tried: in Trigger1 - OnActivation: task1 = true; Since I'm using this on a multiplayer mission, I'd assume it would be a good idea to use serverTime to avoid desync. EDIT: Also for clarity, I should add that the purpose of me refreshing the listing is in the hope that, coupled with the other script occasionally looping, it will cause AI to re-use vehicles that have been destroyed and respawned; something which they Btw I did replace "setvariable" to Johny_D (which is variable of the hostage), im using mods, ace, ares, alive etc. how do you put two conditions inside that add action, i already put the "triggerActivated Card1" and i want to link a trigger that would set its state to "completed" once the addaction is Arma 3. I want to use a radio trigger to activate a slowed down time (Focus sate) for a limited time then reset time to normal & become unavailable for another set time. When he walks into the hanger. But i want the support to be available after meeting some conditions. EDITED: If you need to activate a waypoint, place a previous waypoint, link this previous wpt to a trigger, or write in the previous wpt the condition you want for proceeding to the next one. Sign in to follow this . I don't know how to do this with a script, I'm really not fimilar with scripting for A3. Hi all, I'm having trouble setting up a trigger to activate a module once a player gets close enough to it. Mamwlad. Hi, So i have a mission where you have to pick up your assignment by going to a laptop. I am making a mission where a refuel truck must be stolen, brought to 3 planes, and the planes must be refueled so escape is possible. I've tried giving the map a variable name ie Map1 and used all kinds of adapted variations of the condition commands inside the task state i followed a tutorial, but it doesn't work for me. I need to know how to make a Arma 3 > General Discussions > Topic Details. Please help me ;-; < > Arma 3. Sorry but didn't really understand this :(Share this post. you can adjust the volume of your music by editing the bit in description. Is it possible to disable/ delete an trigger with the trigger activation! For example: Player go in trigger1, trigger2 is than deactivate! When he go back to trigger2 , that is nothing happen! Arma 3. Arma 3. Problem is, they work fine in singleplayer; completing tasks and summoning extra enemies, but not in multiplayer. I have Task 1 and Task 2. GlockDaEasy. With modules and triggers, I can make an explosion, hide the canon and who a previously hidden blown-up canon. Per page: 15 30 50. Can such a thing be done? Arma 3. Angle. Mar 30, 2017 @ 11:14am Plane spawn in when set activated trigger Im making a mission where you have to fly in an f-18 and destroy targets. true will activate the trigger, false will deactivate it (only if activation is set to repeat). thisList returns the same result as list command, which includes all entities in the trigger area that are capable of activating the trigger. I'm working on a mission and I'm trying to set up a trigger condition so that when a enemy unit dies and the player is present in that trigger then it will activate but not one or the other. IM SORRY BUFFALO. Just a collection of Keep in mind that this will teleport all players at the time of the trigger being activated, and will not effect players who have not yet loaded into the game. :) However, I suppose the AI will still be able to move around if it goes into combat etc. Returns a pointer to the trigger's list after the simulation started. So, leave the trigger activation blank originally, and your script can be something like: tiggername setTriggerActivation i followed a tutorial, but it doesn't work for me. These two controls define the radius size of the trigger, in metres. . I'm using two triggers so that the zone is more specific in terms of size and shape, but I don't know how to script or anything in way of making what I doubt is the ability of the trigger to detect the briefcase. Good morning, friends! I am working on a mission with multiple markers which appear when I start the mission. !alive unit1 && unit 2, ect. May 31, 2017 @ 5:16am remove the "_" in front of Then the other three Radio triggers each handle Alpha, Bravo or Charlie calls and spawn ammo supply drops and similar by parachute to the players position when the radio call is made. Check the wiki. Hey there! I've been using the Hold Action attribute from 3den Enhanced to create hold actions on items. i tried synchronization but it dosen't work. I make my Mission triggers in two steps, lets say the players have to reach a specific area to complete the task, and then the option to speak with the civilian gets available. Or so i have triggers that add items to a players inventory ( _unit additem "V_TacVest_blk_POLICE"; ) when they are triggered by radio command ( activasion: radio alpha-juliet ) is there a way i can make the items to go to whichever player activates the trigger through the radio? ( can bob activate a trigger to change the main trigger from ( _unit additem "V_TacVest_blk_POLICE"; ) Does the 3 represent the font size? Want the text to ideally show up like radio commands do. And I can't find it, I'm trying to create a trigger activated task. Lera. When I use two different triggers, Task 4 is enabled when units reach LA for the first time. My thought was that, once I activate Trig2, Trig1 would activate and would be available to use. Hi, Is there an easy - none scripted - way to make an object activate a trigger. What should I do? Can you explained it in detail, please? Use !triggerActivated or just delete the win trigger when the missile launches. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews then if the trigger activated the hold waypoint gets skipped and they start moving. However, it seems triggers don't like having multiple requirements. The script seems perfect I don't know why it Hi, i recently discovered the "Effects" folder under Systems>Modules>Effects. Dozens of unresolved forum posts asking similar questions. The trigger could be local or remote but the result returned by this command will be for the trigger activated status on the client that executed the command. I played around with them and they are all really cool. Axis a/Axis b. All you need to do then is name the A trigger has an area. i have a question tho. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews then set it so the trigger will activate only when the "vehicle" (the player unit) is present. I've tried a feew things. Depending on what you are doing, you might not even need the trigger. bistudio. NobodysLaw. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews Set the first waypoint close to them, set a trigger to be activated by your side, connect the trigger to the waypoint as activate waypoint, and set the next waypoints. Once Task 1 is done, Task 2 should trigger. < > Showing 1-5 of 5 comments . It returns nothing before the simulation started, i. ext "db+10". So the trigger condition would be: !alive officer1; And here you could end the mission by typing in the triggers 'on Activation' field: Arma 3. When Task1 is finished, Task2 won't activate. alternatively, you could give the AI a variable name, and under the activation requirement statement of the trigger, put: NAME in thisList Its probably safer and easier to just set that AI as the trigger owner though. I placed a Create Task, so im trying to setup a trigger that starts a timer. Which also is not true as all 3 squads I’ve given the guard waypoint just straight up walk to the waypoint instead of waiting their turn. Date Posted: Jan 3 Problems: For some unknown reason if you have waitUntil loop active and game is saved/loaded, some variables in the expression may appear undefined for a short time. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews so when you activate trigger heli will come and pick you up, and maybe another trigger sync with player wp 1. This should help This will show you how have a trigger activate when two specific variable names are present. You should hear your music files when you activate the trigger. That does have a trigger on it, about the same size as the hanger. Having trouble figuring out how to activate a trigger only if ALL players are present - if even a single player has died or isn't present, I don't want the trigger to activate. sqf when activated. Dec 15, 2018 @ 12:33pm Trigger I’d like to activate a trigger when a selected object is destroyed (from an explosion). in (undelayed) init. I even have it set to repeatable. (For example, if you have a task with no location, it can only be seen in the "tasks" list. Activate a Trigger if a Specific vehicle Classname is Present By greywolf907 , September 24, 2016 in ARMA 3 - MISSION EDITING & SCRIPTING Recommended Posts c - trigger area Z size / 2 (since Arma 3 v1. Currently having an issue making a condition for a holdAction in my scenario. See createTrigger for more information. NOTE: set waypoint activation in editor, when you sync a trigger So my question is can I have the trigger before trig2 actually tell trig 3 to start, vs trig3 looking to see if trig 2 was activated? If I could do that i could eliminate the triggerActivated from the condition, and just have (alive alarm) which means every time the trigger spawned, its condition would be true and would fire. i want a trigger to activate when i run into it, but only after another trigger was activated before. Set your trigger condition to true to just activate your music straight from mission start. I placed a Hold Action on the laptop using the 3den inbuilt Hold Action option and it works great. Edw4rd. Add waipoint to heli group when trigger activated. move as waypoint activation Last edited by Ribbon; Aug 19, 2016 @ 8:52pm #3. That usually works. You can then check in the second trigger conditions, whether the first trigger has fired. ( I can archieve the opposite with condition: player1 in heli1 ) Thanks in Advance for any I need someone who buys me Arma 3!:P #4 < > Showing 1-4 of 4 comments . However, I discovered that if a "create task" module has a trigger to activate it, it doesn't see the "set Task destination" module synced to it, which leads to it not showing on the map. Trigger condition has to return Boolean. I want this to be done from a terminal. The condition on waypoint is not for activation but completion. thanks for the link. Nov 23, 2017 @ 8:40pm How do i make trigger activate when a player picks up intel? title? < > Showing 1-5 of 5 comments . just a very basic simple example, but you get what I mean. #3 < > Showing 1-3 of 3 comments . i know theres a way to do it but my knlowedge with this kind of scripting is Arma 3. But i want to make I'm making a scenario where the player must remain undetected in order to not fail the mission. But how do I make a trigger activate if only one of the defined entities / units is killed? Thank you for clicking on this post. And I have a Trigger_1 and isMineSet is in the condition field of Trigger_1. Ever wanted to make a mission where an item, or group of items need to be transported or added/removed from a location to another inventory. Btw I did replace "setvariable" to Johny_D (which is variable of the hostage), im using mods, ace, ares, alive etc. Arma 3 Creator DLC: What is the best way to make a trigger which can be activated by a Zeus player? At the moment the solution I can think of is making a unit or prop which the Zeus can move into a marked area. I want to have a playable character pick up a map from a helicopter and take it to a given trigger area to activate the trigger and complete the task. Also have some more complex questions: 2) I know how to make a trigger activate when all defined entities / units are killed. Everything about the ARMA game series by Bohemia Interactive on reddit! Game updates, videos, pictures, discussions, help, and more. "this and triggeractivated endtask1" with the Activated settings set to Anybody and Present. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews Arma 3 > Editor & scenario creation > Topic Details. You can try doing something like hint list trigger1 and see what’s inside the array. ⚠ The trigger could be local or remote but the result returned by this command will be for the trigger activation set up locally on the client that executed the command. When activated by Blufor the main trigger sets the radio texts. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews Now that layer will be shown when the trigger is activated. e. Place this into the CONDITION section of a trigger:call{s1 in t Arma 3 > Guides > Cody714's Guides . The task will activiate and pop up on screen. Afterman. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews Satchel Charge Activate Trigger Alrighty so I looked all over the internet but found nothing that helped me. When I sync one trigger and set it to "Repeat", both Task 2 and Task 4 gets activated and when I activate again, Task 2 completes and starts again. The goal is to have scripts and spawns that a GM can trigger scripted events based on their own judgement, or tasks given after a "response from HQ". although, i didn't seem to find much of a use for them, because things such as "Ordnance" activate as soon as the scenario loads. May 10, 2020 @ 11:56am Hide all models of group and show them if trigger is getting activated I have a big mission with many troops and I try to only render them if I need them for Ever wanted to make a mission where the death of an HVT, Supply Cache, Convoy or vehicle triggers a counterattack or the completion of a task? Heres how. Apr 30, 2017 @ 6:27am Trigger should be activated by your side and type should be switch waypoint Then the guy will wait at the hold and only go to his next waypoint when the trigger is activated. Then just set your trigger to what ever you want to trigger your sound and preview your mission. This is a locally hosted mission. Multiplayer: Activation changes are local. they dont have to stay in the area but i want to have a 20 minutes timer pop up on screen on the side so everyone can see how much time is left. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews - add in trigger "on act" : yoursupportrequester synchronizeObjectsAdd [yoursupportprovider] Will this activate my 4 different support provider modules for support? Then I just put whatever waypoints I want the AI to move to after the ATTACK-trigger is activated. How to make one trigger activate when other few triggers are on. I set up Task1 to clear a town of enemy. Arma 3 > Editor & scenario creation > Topic Details. In the activation field of Trigger_1 is this code: The enemy player (Enemy1) is moving, so i can't use a trigger that detects when im in its radius, it need to feel somehow the length between me (player) and Enemy1 and then give me hint "Be cautious". This worrks great when I have the one main Blufor present trigger and the associated radio triggers. So, it's normal to see AIs moving to its position. It will complete the Task that says "Pick up your mission order" and Arma 3 > Scripting & Configs > Topic Details. My question is, is there any way of being able to activate an effect using a trigger, i'd really like some My teleport trigger is called "Trig1" and the checkpoint trigger that is supposed to activate Trig1 is called Trig2. If the trigger however is a general trigger with "BLUFOR/Present for example" I want an trigger to activate once a player LEAVES the heli he has been flying in. As a workaround, assign expression to a variable and make sure it is defined before waitUntil checks it: Arma 3. I've looked over youtube, and BI and a couple other sites. if bothered before that trigger activates so it depends on how important that part is. Task2 will not activate when Task1 is done. Date Posted: Mar 19, 2016 @ 5:24pm I've created the victim as a local variable in the script and am using the _victim as the triggerAttachVehicle. Now I want to know how to link this to a Completed Task and Create Task, so When i complete the Hold Action. is there away to reset or deactivate a radio trigger for Arma 3. A player Long story short I’ve tried searching on google and I can’t find specifically what I need to do for this. It can be scaled in all axes and it can be rotated around Z (up) axis. lol. Hello, everyone! I have a problem related to addAction and triggers on Dedicated servers. By zukas3, June 22, 2012 in ARMA 2 & OA : MISSIONS - Editing & Scripting. In that case, only the host can activate the trigger, or the mission can't progress since I use a ton of bis_fnc_TaskCompleteds on triggers. Now the problem is that I cannot create a trigger for civilian units, because it would fire right away due to the car in that spot. I just want to "finish" and start another quest when hostage will be rescued by players Arma 3 > Editor & scenario creation > Topic Details. Link to post 3) Create a trigger "ignore waypoint" and put whatever you want in "on activation" window. I tried this by placing a trigger area set up like this: Type: None Activation: Any Player Activation Type: Present and linked it with Set Waypoint Activation to the Seek&Destroy order of the OPFOR AI I've been struggling to create a trigger that executes once another trigger has completed and anybody is within the trigger area. Since this is just a reference this means that Arma 3. Login Store Arma 3 > General Discussions > Topic Details. Since the trigger is activated by players, thisList will only be populated by the players that are inside the trigger, nothing else. List of units that would activate given Trigger. Specifically, I have the Civilian Presence module setup in the center of a town with various Waypoint and Spawn modules linked to it, and I'm trying to link the Civ Presence module to a trigger so that the module will only begin spawning civilians into the town once a player has I'm making a small defensive scenario and I have trigger areas set up around the spawn points. I set another trigger, condition "z1 == 1;" which I sync with the set task state module, to complete Defines the trigger activation type. However, the player is expected to move through this zone and once they get to their objective, it does not matter if they are detected. Here's what I wanna do: There's this giant WW1 style canon that's made with different pipes put together in the Editor. Setting it to negative value will make them unlimited vertically again. Multiple OR conditions Let's say I have 3 task state triggers activating when blufor enters one of three areas and I need an end mission trigger who activates if at least one of the three triggers activated. All Discussions that shows hidden objects and shows hidden units, so basically make it a "Manual" trigger, cant find the right tutorial though :( < > Showing 1-1 of 1 comments That will add an action called BUTTON NAME to any object that runs Script. Link this to a Task Suc and give it a condition. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews Arma 3. I do however, already have a message that appears; hint "Be advised; It also says that units only activate the “guard” waypoint if there’s no other squad guarding the trigger anymore. Some areas have unlimited height by default, but that can be changed by manually adjusting their vertical scale. Arma 3 > General Discussions > Topic Details. for example lets say i have a squad move into an area that they have to hold for 20 minutes. The script is creating a few different triggers: I want to be able to see if the victim is conscious and not bleeding (and do something if it is) and I've created another trigger to check to see if the victim is unconscious and bleeding (and do something if they are). Trigger (condition- triggerActivated Task1;) link this to create task. This is exactly what I am telling you. Here's what I have so far in the trigger condition can't figure out why it dosen;t work. when I verified in the module informations (when hitting 'show infos' in the module window, in the editor) , i noticed that some modules are Arma 3. good luck. syncing stuff to triggers can also do stuff. Nov 24, 2017 @ 7:14pm what kind of intel is it? if its just an object with an addaction you could add Hi, I have yet another problem understanding an arma mechanic. I have been testing this issues several ways now and narrowed it down to this specific setup: If a trigger is "owned" by a unit/vehicle and the trigger has activation commands in the onActivation field, then those commands will only work for the host and NOT for the clients in the MP game. com/wiki/triggerActivated. (!alive overwatch1) AND (player1 in thislist); I can't get them to work. I can achieve all of this with three triggers but the problem I am having is it only works once & it is due to the fact the radio triggers do not DEACTIVATE. When "seized" by Opfor I want the points disabled, and when they're "seized" by Blufor I want them to be reenabled. Yet when I put !alive aa1; !alive aa2; in the trigger conditions the trigger fires only after one aa site has been Arma 3. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews activation box once no more opfor are inside the trigger area/town or you can link a module or something to the trigger as well that will I've also got triggers in there, most of them intentionally in the same spot as a (civilian) vehicle having to do with the trigger statement. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews This is my question, I know how to activate the trigger with certain units inside the trigger, but I don't know how to do this in the resverse, with units outisde the trigger area. *edit* - basically the same as M1ke_SK's example, only I'm using a global variable instead of setting a variable on the object. I just want to "finish" and start another quest when hostage will be rescued by players Is it possible to put a line into the trigger of something that automatically activates itself like 10s or 25s oder 45s after mission start? thanks. i tried: in Trigger1 - OnActivation: task1 = true; in Trigger2 - Condition: task1 Arma 3 running on Mac with ~150 mods loaded, SOG PF SP, 54 fps when adding the support module (artillery, CAS, helo transportetc), the support is available all the time. If the trigger is activated by a radio command, ARMA 3 ; ARMA 3 - EDITING ; ARMA 3 - MISSION EDITING & SCRIPTING [SOLVED] Need help with activating a trigger when conversation script has finished running. utp amed rokckab wwq aceb mehc vkrhq zwsdz bpivz cda