Full list of all 109 Arma 3 achievements. The base game contains 41 achievements, and there are 9 DLC packs containing 68 achievements. So after either of these triggers (1,2) have been activated once and one of the variables set to true and set to false again, the condition in (3) would work as soon as the second one gets activated. From there on the OR condition in (3) works as expected, turning on if either (1) or (2) are activated. Continuing with addAction quirks, the 8th element in addAction params array is the condition statement. It has to return true in order for your custom action to show in action list. By default it always returns true. This condition is also evaluated every frame but there are certain rules to when it should be evaluated.
To use the speed of a unit as a condition, use this code in the ‘Condition’ field of a trigger: speed car1 > 55; You could add a hint on activation to read “You are speeding!”
Hold at waypoint until trigger is activated
To make a unit or group hold at a waypoint, click ‘Synchronize’ and drag from the unit’s waypoint to the trigger.
This group activates trigger
To make a specific group be the one to activate a trigger, click ‘Groups’ and drag a line from the activating group to the trigger. Go back to the trigger menu and change to ‘Entire Group’, ‘Group Member’, or ‘Group Leader’ to declare who from the group activates it.
How much does unit know about this?
Every unit knows between 0% and 100% about every other unit. To utilize this, you can check how much a unit knows about another. This is useful for creating intruder alarms and such. Used as a ‘Condition’, this code will determine if Nick knows at least 50% of the information about Bob. Nick knowsabout Bob >2; (use number between 0 and 4 for knowledge level).
Is unit dead?
To check to see if a unit or object is dead, insert this code into the ‘Condition’ field: !alive Bob; The ! basically says NOT, so NOTalive Bob. This may be omitted to ask if bob is alive.
Arma 3 Trigger Conditions List - Video Results
Check if engine is on
Used as a condition, this code is typed into waypoints or triggers: isEngineOn car1;To check if engine is off, type !isEngineOn car1
Is unit present inside trigger radius?
To see if a specific unit is inside a trigger, type this code into the triggers ‘Condition’ field: Bob in thislist;For multiple units use:(Bob in thislist) && (Nick in thislist); or use (Bob in thislist) or (Nick in thislist);
Is unit a human player?
To see if a unit is a human player type this as a ‘Condition’: isplayer Bob;
What is the damage level of a unit?
To check the damage level of a unit, type this into any ‘Condition’ field: getdammage Bob >0.7; This will trip the trigger if Bob’s damage is greater than 70%. It has a value from 0 to 1.
Is unit in this vehicle?
To check to see if a unit is in a specific vehicle, use this code as a ‘Condition’: Bob in car1;
Check number of units in vehicle
To make a trigger fire when a certain number of units enter car1, use this code as a trigger ‘Condition’: count crew car1 10;or use count crew car1 >2;
Distance between two objects/units
This code should be used as a condition. It will compare the distance between two objects and trip the trigger if it equals true. Bob distance Nick < 10; So, if Bob is within 10 meters of Nick, the trigger will trip. An = may be substituted for the < to trip when Bob’s distance to Nick is equal to 10 meters.
Activate Trigger When Player Enters Area :: Arma 3 Editor ..
Check the damage level of unit/object
To compare the damage level of anything, use this code in a ‘Condition’ field: getdammage Bob >0.7;In this code, 0.7 is equal to 70% damage. If Bob is over 70% injured, the trigger will trip.
To use the time of day as a condition, use this code in a ‘Condition’ field: daytime >=12;12 is 12 hours past 0000 hrs or noon. 16 would be 1600hrs or 4pm.
A trigger is a virtual entity which executes an action once a specific condition is met.
A trigger has an area. It can be scaled in all axes and it can be rotated around Z (up) axis. Some areas have unlimited height by default, but that can be changed by manually adjusting their vertical scale. Setting it to negative value will make them unlimited vertically again.
Prison break season 3 torrent. You can see it visualized both in the scene and in the map, but by default you cannot interact with it. However, when the trigger is selected, you can drag it by its area in the map.
The activation condition can be based on the trigger area (e.g. no OFPOR present within a 500 m radius), but a scripted condition or combination of both can be applied as well.
Use Set Trigger Owner connection to assign the trigger to a specific group. It will change the available activation options from the general ones (e.g., any BLUFOR character) to the group specific ones (e.g., any member of the group).
Using the Timer attribute, you can allow the trigger to be activated either after a certain period of time since the condition has been met, or while the condition is met for the specified duration.
Once the condition is met, the trigger becomes activated. Its On Activation expression is executed, and the connected waypoints or modules may be activated as well.
If the trigger is set as repeatable, it will be deactivated once the condition is not met anymore. Afterwards, the trigger can be activated again, and this can continue until the scenario ends.
Triggers are the primary way to design the scenario flow without use of external scripts. Find out more about their configuration in the tooltips of their attributes.
See More Results
Attributes
Info
Development
Name
Category
Description
Property
Type
Variable Name
Init
Unique system name. Can contain only letters, numbers and underscore. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables.
name
String
Text
Init
Trigger description. Players can see it in the radio menu when its activation is set to 'Radio'. Also visible in tooltip when hovering over the trigger in the editor.
text
String
Position
Transformation
World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain.
position
Position3D
Rotation
Transformation
Local rotation in degrees. X is pitch, Y is roll and Z is yaw.
rotation
Number
Size
Transformation
Area size in meters.
size2
Array
Size
Transformation
Area size in meters.
size3
Array
Shape
Transformation
Area shape.
Available options:
Ellipse
Rectangle
IsRectangle
Boolean
Type
Activation
Trigger type, determines special behavior upon activation.
Available options:
None - No other effects except of those defined by 'On Activation' expression.
Guarded by BLUFOR, Guarded by OPFOR, Guarded by Independent - The trigger position becomes a point to be guarded by the given side. Groups with a 'Guard' waypoint will protect all guard points in the scenario, prioritizing them by the distance and order in which they were placed (the first placed is the most important).
Skip Waypoint - Meant to work with a waypoint linked to the trigger using the 'Set Waypoint Activation' connection. Once activated, the trigger will force the waypoint to skip. Particularly useful for 'Hold' or 'Guard' waypoint types, which do not complete automatically.
End #1, End #2, End #3, End #4, End #5, End #6 - Complete the scenario successfully.
Lose - Fail the scenario.
TriggerType
String
Activation
Activation
What or who can activate the trigger. Some options further depend on 'Activation Condition'.
Available options:
None - No default activation, only a custom condition expression can activate the trigger.
Any Player - Activated when any player of the given side satisfies the 'Activation Condition'.
Anybody - Activated when any object satisfies the 'Activation Condition'.
BLUFOR, OPFOR, Independent, Civilian, Game Logic - Activated when any object of the given side satisfies the 'Activation Condition'.
Seized by BLUFOR, Seized by OPFOR, Seized by Independent - Activated when the given side is in control of the area. Strength matters, which means one tank can be in control of an area while ten enemy infantrymen are still present.
Radio Alpha, Radio Bravo, Radio Charlie, Radio Delta, Radio Echo, Radio Foxtrot, Radio Golf, Radio Hotel, Radio India, Radio Juliet - Activated by a player using a radio command (accessible for the player by pressing 0-0 on a standard keyboard). The trigger 'Text' will be used as the command title.
ActivationBy
String
Activation
Activation
What or who can activate the trigger. Some options further depend on 'Activation Type'. The available options are specific to the connected trigger owner.
Available options:
Owner Only - Activated when the connected trigger owner (or its vehicle, if the owner is a crew member) satisfies the 'Activation Condition'.
Whole Group - Activated when all the owner's group members satisfy the 'Activation Condition'.
Group Leader - Activated when leader of the owner's group satisfies the 'Activation Condition'.
Any Group Member - Activated when anyone from the owner's group satisfies the 'Activation Condition'.
activationByOwner
String
Activation Type
Activation
Condition of the 'Activation' attribute.
Available options:
Present - Activated when objects are in the area.
Not Present - Activated when objects are not in the area.
Detected by BLUFOR, Detected by OPFOR, Detected by Independent, Detected by Civilian - Activated when objects are in the area and are discovered by the given side.
activationType
String
Repeatable
Activation
Repetition rules. When enabled, the trigger can be activated again once deactivated.
repeatable
Boolean
Server Only
Activation
When enabled, the trigger will be evaluated only on server.
isServerOnly
Boolean
Condition
Expression
Repeatedly calculated condition, must return boolean expression. When true, the trigger will be activated.
Passed variables are:
this - boolean value of activation condition
thisList - list of all objects in trigger area, based on 'Activation'
thisTrigger - trigger object
condition
String
On Activation
Expression
Expression executed once the trigger is activated.
Passed variables are:
thisList - list of all objects in trigger area, based on 'Activation'
thisTrigger - trigger object
onActivation
String
On Deactivation
Expression
Expression executed once the trigger is deactivated.
Passed variables are:
thisTrigger - trigger object
onDeactivation
String
Timer Type
Timer
Type of activation timer.
Available options:
Countdown - Once the conditions are met, the trigger will activate after the specified amount of time has elapsed.
Timeout - The trigger's conditions must be satisfied for the specified duration for the trigger to be activated.
interuptable
Boolean
Timer Values
Timer
Timer values in seconds, selected randomly in a range from Min to Max, gravitating towards Mid.
timeout
Array in format [min, mid, max]
Effect Condition
Effects
Condition for effects to be played, must return boolean expression.
effectCondition
String
Sound
Effects
Sound played upon activation.
sound
String
Voice
Effects
Sound spoken by the first unit which activated the trigger.
voice
String
Environment
Effects
Environment sounds played upon activation.
soundEnvironment
String
SFX
Effects
Sound effect played by the trigger upon activation. Repeats as long as the trigger is active.
soundTrigger
String
Music
Effects
Music played upon activation. Replaces previously playing music track.
music
String
UI Overlay
Effects
User interface overlay shown upon activation.
title
String
Enemy Count In Trigger Condition - ARMA 2 & OA : MISSIONS ..
Retrieved from 'https://community.bistudio.com/wiki?title=Eden_Editor:_Trigger&oldid=156455'