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报告翻译问题








This, however, make the AP do the same thing, whether or not the trigger is activated or deactived.
Are there any way to have different actions happen, depending on whether the trigger activate or deactivate?
Maybe you could have a WP synced to the AP that gets activated when the trigger activates and an other WP synced that activates when the trigger deativates. I don't know if it is feasiable.
As an example I tried to set it up so when the player enters a trigger area, units spawns in, and when the player leaves the area, the units despawns.
I did the above placing two triggers on top of each other, have one activate when the player enters it, while the other activates when the player leaves it. The second one is then synced to a Remove Group WP.
That works, but I have to place two trigger areas every time.
- Waypoints cannot be synced with APs.
- Actionpoint only listens on trigger activation (the moment when its state changes). AP doesn't know was the trigger triggered through activation or deactivation. This is the same reason why repeatable triggers may be a bad idea as the AP may trigger multiple times (trigger going TRUE, trigger going FALSE).
I hope this helps.
- The Repeat interval is half of what is set in the module. Example: set 60 seconds, it repeats after 30.
That timer thing is surprising as I'm using the default waiting method given by the game. I'll have to investigate that.
I got an issue, to validate an objective the player need to kill a specificate target that is spawning with your system. But since it is not present at the begining the trigger that activating itself when the unit is dead start instantly. I wan't figure out a way to activate the trigger once the unit is killed after it spawned.
Thanking you in advance for your help.
So far this mod is great. A bit of a learning curve but good. I’m a novice mission maker at best. One thing that I was wonder if it possible with your system. I placed a AP synced with a trigger and a portal synced to AP, it spawns in opfor as well as a table with documents and a laptop. My question is, is it possible with your system to have blufor (after killing OPFOR) get to the laptop and documents and “collect intel”?
However, usually it is best to use Actionbuilder with units that are only there to be shot at. I.e. no mission critical units.