Hey gentlemen. I was wondering how you would use this array with a trigger? I currently am testing a mission where players have to use helicopters to destroy two AA stations and one AA radar before clearing an airfield and town of armor. At the two AA installations, I have three vehicles (tunguskas) that are ready and waiting to kill players that get too close. We'll use AA installation Alpha as an example. I have three tunguskas at Alpha which are named aa1, aa2 and aa3 respectively. I have a simple trigger using the !alive condition to let the players know when these vehicles are destroyed so they can move to the next objective. The trigger condition looks like what you guys have above How would an array be used to check the condition of the vehicles so I can tie them all together and make a bigger trigger to let them know when all armor is clear so they can return to base? Let me clarify my questions. 1. How would I use an array instead of these multiple !alive conditions in a single trigger? 2. If that is possible, could I then use an array to make a master trigger to let the players know when all armor has been destroyed? I assume that I can. Just want to make sure. Added 2 hours 6 minutes later: hm.. I've kept looking at this thread off and on with the code examples above and I think my question has been answered. I would put a gamelogic on the map with the array in the init Then I would make a trigger with the condition That would probably do what I need it to do. I'll check it out.
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Navigate the list of programs until you find Arma 3 or simply activate the Search field and type in 'Arma 3'. If it is installed on your PC the Arma 3 application will be found very quickly. Notice that when you click Arma 3 in the list of apps, some information regarding the program is available to you: Safety rating (in the lower left corner). The second example can be used inside the trigger (in that case, no need to name your trigger). The list returned for trigger of type 'Not present' is the same as that returned for type 'present'. NOTE: While the command can query any trigger, local or remote, the result will be only for the trigger condition set on the local client. This might not be relevant anymore but a much easier way of doing this is to have your second trigger set up to fire when you enter its radius, you can do this by setting it to fire for BLUFOR present, or setting your character as the owner, and then in the triggers condition box, set it up like this -!Alive Enemy1 AND this; doing this will make that trigger only fire when Enemy1 is dead.
Introduction
Triggers are an essential function for mission designers. A trigger (sometimes called a sensor) allows a mission designer to control events within a mission. Some common uses for triggers are controlling the timing of squad moves, camera control in cutscene, or even play the appropriate music when the time is right.
Properties
Activation
There are several combinations that can be created to activate the trigger. The trigger can be used to check if east or west is present, not present, or even detected by other sides within the trigger. A trigger can also be used to set up radio commands. (Be aware though, that a unit that has been setCaptive will not trigger any detected events.)
A trigger can be linked to one particular unit or group by going into Group Mode (F2), and dragging a line from the trigger to the desired unit. After this the Activation field will be set to 'Vehicle'. It can then be changed to either 'Whole group', 'Group leader' or 'Any group member'.
If an activation is set to 'repeatedly' the trigger first has to be 'deactivated' before it can fire again (e.g. Free championship manager games. if a unit activated the trigger by entering it, it will first have to leave it, before the trigger can become active again.)
Seized by..
Designed to allow easy detection of domination of one side in given area. 'Seized by..' should be used only with 'Time out' option selected. The level of dominance needed for activation of this trigger type is depending on Min, Mid and Max time given in 'Time Out' section: if the dominance is really overhelming, min. time is enough for this trigger to get activated. If the dominance is less severe, the trigger will be activated after timed out to max. value. Note that this trigger estimates side strengths in the area based on their normalized firepower per time.
Example of typical usage to detect if the area of a trigger is seized by BLUFOR:
If Detected by BLUFOR is set, it limits the OPFOR units used for estimating balance of power in the trigger area only to those currently known to BLUFOR and the designer must ensure that entire trigger area is well known to BLUFOR before considering the area secured (or create multiple triggers that need to be active at the same time).
Type
What does the trigger do when activated
None
Guarded by OPFOR - Any OpFor squad with a Guard waypoint type will move to this trigger's location and await for ANY enemy contact on the ENTIRE island, then move there to engage the spotted enemy. Reference wiki for Guard waypoint type for more information on using this.
Guarded by BLUFOR - same as above, but for BlueFor.
Guarded by Independents - same as above, but for Independents.
Switch - switch a group to next waypoint series. The trigger should be synchronized with a cycle waypoint. You can use this to give a squad several series of waypoints which you can switch them between.
End #1 - terminate the mission
End #2
End #3
End #4
End #5
End #6
Lose
Countdown
Poclain 688 manual pdf. Defines (in seconds) how long to wait until On Activation is fired after Condition was true. Min, Max and Mid allow you to add some randomization to the time.
Timeout
Defines (in seconds) random range from Min. to Max. for how long the trigger condition field expression must be active in order to make the trigger activated.
Condition
How Do I Make Multiple Conditions In A Trigger? - Arma 3
In addition to the 'Activation' options above, this field allows you to specify other conditions that have to be fulfilled before the Trigger activates. By default only the Boolean variable this is present in this field. It is set to the result of the main 'Activation' condition (e.g. 'east'/'present'). The expression in this field must return a Boolean value (e.g. 'this && alive player'). Trigger conditions are tested every 0.5 seconds.
On Activation/Deactivation
Defines action that is performed when trigger condition changes to true or false. Expression must either be an assignment or return Nothing. Variable denoting trigger can be created by filling in name field. Array variable thisList will contain a list of all vehicles that met the trigger condition (e.g. hint format ['%1 units in area',count thisList]).
Editor: Conditions | The ARMA 2 & 3 Editor
Effects
Arma 3 Delete Trigger
Allows the mission designer to add music, environmental sounds, or to display title messages. Many use the effects to create quick and easy cutscenes.
Scripting
Is There A Way To Win A Battle Without The 'Opfor Not Present ..
Any of a trigger's properties which can be set in its definition window can also be set or modified via a script. A list of relevant scripting commands is available in Activators - Triggers.