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.

Check time of day Trails in the sky mods.

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.
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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.

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Attributes

InfoDevelopment
NameCategoryDescriptionPropertyType
Variable NameInitUnique 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.nameString
TextInitTrigger 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.textString
PositionTransformationWorld coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain.positionPosition3D
RotationTransformationLocal rotation in degrees. X is pitch, Y is roll and Z is yaw.rotationNumber
SizeTransformationArea size in meters.size2Array
SizeTransformationArea size in meters.size3Array
ShapeTransformationArea shape.
Available options:
  • Ellipse
  • Rectangle
IsRectangleBoolean
TypeActivationTrigger 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.
TriggerTypeString
ActivationActivationWhat 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.
ActivationByString
ActivationActivationWhat 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'.
activationByOwnerString
Activation TypeActivationCondition 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.
activationTypeString
RepeatableActivationRepetition rules. When enabled, the trigger can be activated again once deactivated.repeatableBoolean
Server OnlyActivationWhen enabled, the trigger will be evaluated only on server.isServerOnlyBoolean
ConditionExpressionRepeatedly 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
conditionString
On ActivationExpressionExpression executed once the trigger is activated.
Passed variables are:
  • thisList - list of all objects in trigger area, based on 'Activation'
  • thisTrigger - trigger object
onActivationString
On DeactivationExpressionExpression executed once the trigger is deactivated.
Passed variables are:
  • thisTrigger - trigger object
onDeactivationString
Timer TypeTimerType 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.
interuptableBoolean
Timer ValuesTimerTimer values in seconds, selected randomly in a range from Min to Max, gravitating towards Mid.timeoutArray in format [min, mid, max]
Effect ConditionEffectsCondition for effects to be played, must return boolean expression.effectConditionString
SoundEffectsSound played upon activation.soundString
VoiceEffectsSound spoken by the first unit which activated the trigger.voiceString
EnvironmentEffectsEnvironment sounds played upon activation.soundEnvironmentString
SFXEffectsSound effect played by the trigger upon activation. Repeats as long as the trigger is active.soundTriggerString
MusicEffectsMusic played upon activation. Replaces previously playing music track.musicString
UI OverlayEffectsUser interface overlay shown upon activation.titleString

Enemy Count In Trigger Condition - ARMA 2 & OA : MISSIONS ..

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