SadBoy1981 Posted May 13, 2015 Report Share Posted May 13, 2015 Is there way to make sensors on my custom pbo files? Link to comment Share on other sites More sharing options...
0 Richie Posted May 13, 2015 Report Share Posted May 13, 2015 You can have them in your mission.sqm, I'm not sure if they can be scripted like markers. Link to comment Share on other sites More sharing options...
0 second_coming Posted May 13, 2015 Report Share Posted May 13, 2015 I think you would have to use triggers if you want to create sensors in scripts. https://community.bistudio.com/wiki/createTrigger Link to comment Share on other sites More sharing options...
0 SadBoy1981 Posted May 13, 2015 Author Report Share Posted May 13, 2015 I think you would have to use triggers if you want to create sensors in scripts. https://community.bistudio.com/wiki/createTrigger Something like this, will try txt Link to comment Share on other sites More sharing options...
0 SadBoy1981 Posted May 13, 2015 Author Report Share Posted May 13, 2015 I need to add this into my custom pbo script. Not in epochhive\addons but @my_custom\addons... class Sensors { class Item0 { name = "zone_1"; position[] = {14300.1,0.1,13042.1}; a = 160; b = 160; angle = 1; activationBy = "ANY"; repeating = 1; interruptable = 1; age = "UNKNOWN"; expCond = "(vehicle player) in thislist;"; expActiv = "dome = execVM ""enter\143_130.sqf"";"; expDesactiv = "terminate dome; titleText [""You Leave zone!"", ""PLAIN DOWN"", 3];"; class Effects{}; }; }; Link to comment Share on other sites More sharing options...
0 raymix Posted May 13, 2015 Report Share Posted May 13, 2015 that's a mission file trigger that is compiled, it has to go into mpmissions. What you want is a dynamically created trigger from the link above, goes without saying, it has to be created server side to avoid dead triggers, which I assume is what you are after anyway. edit: just noticed you can create local triggers using alt syntax, so nvm. Link to comment Share on other sites More sharing options...
0 Ghostrider-GRG Posted May 13, 2015 Report Share Posted May 13, 2015 I have added sensors to the mission.sqm for Altis and Bornholm. The work fine. Below is an example. Hope this is helpful to you. class Sensors { items=1; class Item0 { position[]={4367,44,19489}; a=1200; b=1200; activationBy="WEST"; repeating=1; interruptable=1; age="UNKNOWN"; name="s_wilderness"; expCond="(player distance s_wilderness) < 1200;"; expActiv="hintSilent ""Entering an AI-controlled sector"";"; expDesactiv="hintSilent ""Leaving an AI-controlled sector"";"; class Effects { }; }; }; Link to comment Share on other sites More sharing options...
0 SadBoy1981 Posted May 14, 2015 Author Report Share Posted May 14, 2015 I have added sensors to the mission.sqm for Altis and Bornholm. The work fine. Below is an example. Hope this is helpful to you. class Sensors { items=1; class Item0 { position[]={4367,44,19489}; a=1200; b=1200; activationBy="WEST"; repeating=1; interruptable=1; age="UNKNOWN"; name="s_wilderness"; expCond="(player distance s_wilderness) < 1200;"; expActiv="hintSilent ""Entering an AI-controlled sector"";"; expDesactiv="hintSilent ""Leaving an AI-controlled sector"";"; class Effects { }; }; }; I know how to add sensors in mission.sqm :) Link to comment Share on other sites More sharing options...
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SadBoy1981
Is there way to make sensors on my custom pbo files?
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