Tutorial on Triggerables/Targets

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dunem666
Posts: 559
Joined: 2009-06-02 13:04

Tutorial on Triggerables/Targets

Post by dunem666 »

Have spent some time with triggerables! So I made a little tutorial on making the elevator work and the same would apply to doors and other objects.

I should also point out that there is a sincere lack of triggerables in PR so my new map will have various triggers available (maybe an easter egg too)

I have also been able to mimic some "Levolution" events which are hidden triggers on a map which can essentially change the map layout considerably using ambient effects and destruction.
I will post a further video about this at a later date when I have all the delays and timings correct. Needless to say.... It's a game changer when you have a good collection of triggerable targets in the right places :)

Last edited by Arab on 2018-08-25 23:45, edited 3 times in total.
Reason: fixed link
dunem
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ALADE3N
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Re: Tutorial on Triggerables/Targets

Post by ALADE3N »

you are so brilliant man, i was also wondering about those trains if we can make them work like this
Last edited by ALADE3N on 2018-08-26 05:39, edited 1 time in total.
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arjan
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Re: Tutorial on Triggerables/Targets

Post by arjan »

Very curious what you will come up with.
Rusty_42
PR:BF2 Developer
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Re: Tutorial on Triggerables/Targets

Post by Rusty_42 »

Great tutorial, thanks!

You can duplicate objects by holding ctrl and dragging them.
https://youtu.be/nBFUUfmYfsE
InfantryGamer42
Posts: 495
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Re: Tutorial on Triggerables/Targets

Post by InfantryGamer42 »

Wow. Really nice. If we can get this for TV building it would be nice.
dunem666
Posts: 559
Joined: 2009-06-02 13:04

Re: Tutorial on Triggerables/Targets

Post by dunem666 »

Rusty_42 wrote:Great tutorial, thanks!

You can duplicate objects by holding ctrl and dragging them.
https://youtu.be/nBFUUfmYfsE
Yes I always used to do this, now it doesnt work for some reason so I have to copy paste.

Have no idea why it wont work.
dunem
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B4rr3l
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Re: Tutorial on Triggerables/Targets

Post by B4rr3l »

Great m8, thank you.
Rusty_42
PR:BF2 Developer
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Re: Tutorial on Triggerables/Targets

Post by Rusty_42 »

What else besides rotationSecondary I need to set up for rotation?

What types of events there are and which one is which?
Rhino
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Re: Tutorial on Triggerables/Targets

Post by Rhino »

Rusty_42 wrote:What else besides rotationSecondary I need to set up for rotation?

What types of events there are and which one is which?
https://www.realitymod.com/forum/showthread.php?t=34808

FYI, Triggerables are super buggy and laggy and they are really not worth using.
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Arab
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Re: Tutorial on Triggerables/Targets

Post by Arab »

Got some information I found that might help it being less buggy courtesy of Harry from BF2Editor:
http://www.bfeditor.org/forums/index.ph ... ggerables/
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dunem666
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Re: Tutorial on Triggerables/Targets

Post by dunem666 »

Arab wrote:Got some information I found that might help it being less buggy courtesy of Harry from BF2Editor:
http://www.bfeditor.org/forums/index.ph ... ggerables/
Interesting reading! Thanks for the link to this.


I have started to work on finding ways for the triggerable event to be triggered by python, thus also finding a way to close the gap between the trigger and also playing audio too.

It would be possible as it was done in BF2 Special forces so iv'e managed to get my old CD ROM of SF out to rip out any old files to take a closer look at.
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