usagi Posted February 27, 2021 Posted February 27, 2021 Hi, I am trying to set up trigger for player's vehicle (tank) in dogfight multiplayer mission. The trigger should initiate flare command and shoot flare but I just cannot make it work despite of reading manuals and using google. I have tried proximity trigger, check zone trigger and complex trigger. I tried also specify object scripts for one complex trigger, countries for another but had no success. The triggers are enabled and I have Mission begin --> Activate Trigger --> complex trigger --> Command: Flare --> truck object set up. I am using game's build in multiplayer server, not dserver if that does matter. Thanks.
JimTM Posted February 27, 2021 Posted February 27, 2021 Please zip all the files for your mission and post them here so others can see exactly how you set up your mission.
usagi Posted February 28, 2021 Author Posted February 28, 2021 Hi, Here is the mission. The flare should be shot when red or blue enters in the gap between the barbed wires. lapinotank.zip
JimTM Posted February 28, 2021 Posted February 28, 2021 In the On Events Table in the complex trigger translator, you need to link events OnObjectEntered and OnObjectEnteredAlive to command Flare. You currently have a target link from the complex trigger to the flare command. I've never seen this setup before. Does anyone know if it's valid and what it does?
Jaegermeister Posted February 28, 2021 Posted February 28, 2021 (edited) 4 hours ago, JimTM said: You currently have a target link from the complex trigger to the flare command. I've never seen this setup before. Does anyone know if it's valid and what it does? It's not going to do anything. With the Complex Trigger, It has to having matching input in the checkbox (on object entered for example) with a matching output selected from the (right click) select object menu. Then target the desired trigger with the purple indicator. Also the flare has to be object linked to a linked entity vehicle. Edited February 28, 2021 by Jaegermeister 1
usagi Posted March 1, 2021 Author Posted March 1, 2021 Thank you! Got the trigger fixed and now it works like intented. I also added timers and trigger deactivation + activation so that if trigger goes off, it will be activated again after 2 minutes.
Jaegermeister Posted March 1, 2021 Posted March 1, 2021 If it is enabled, or activated, it will stay active until you disable it with an MCU. Not sure why you would want to deactivate it just to activate it again?
usagi Posted March 2, 2021 Author Posted March 2, 2021 Hi, trigger is deactivated for preventing it going off too often.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now