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Author Topic: activating a trigger from a script  (Read 346 times)

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bored_onion

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activating a trigger from a script
« on: 29 Jun 2004, 14:01:29 »
hey,

I'm kinda new to all this scripting but can get my head around a lot of scripts and make my own if i need to (not very advanced though :P). Anyway, i know that if i want a unit to wait until it continues on its waypoints until something happens then the waypoint needs a condition or a trigger synchronised with it with a condition. However, is there anyway i can attach a script with a condition to the waypoint?For example, if I needed a unit to continue moving when the player selects an action in the action menu (placed using the addaction command).

Any ideas or suggestions greatly appreciated! ;D

Offline Terox

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Re:activating a trigger from a script
« Reply #1 on: 29 Jun 2004, 14:26:05 »
have the waypoint or trigger activate on condition: boolean

simply have the script that is run from the addaction, make that boolean become true


eg

SCRIPT ENTRY

tx_MoveOn = true

##############################

and the waypoint or trigger
change
Condition:this

to

Condition: tx_MoveOn
« Last Edit: 29 Jun 2004, 14:26:34 by Terox »
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bored_onion

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Re:activating a trigger from a script
« Reply #2 on: 02 Jul 2004, 18:17:15 »
thanks,
it worked great