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Arma 3 attach trigger to unit

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Arma 3 attach trigger to unit

Arma 3 attach trigger to unit. Feb 25, 2014 · This doesn't work though, because the created trigger can't use the _this variable when it's activated because of scope. And now I can move the object where ever needed on the map. Joined: June 2, 2009. Aug 18, 2019 · Originally posted by Karmaterrorᵁᴷ: Place all your units in a layer. ACE is used when: creating mission (s) with the Eden Editor. e. The ai should now advance when player is in the trigger area. I'm making a mission that involves the player having to ambush a car but I want the task marker to follow the car where ever it goes rather than just stay still in one place since the objective is a moving vehicle. Let’s say you killed an animal and need to “gut” its corpse. Which seemed backwards to me, but then again, I'm still learning how all this works. Jan 29, 2017 · How to create tasks with waypoints activated by triggers. The communities wiki explanation also doesn’t work - I tried it over and over again. 5- Delay before Starting. A closest AI group in the given side with assigned "GUARD" waypoint will attempt to secure this guard point. But they don’t. enjoy ! You could improve it by replacing "unitname" with the unit pointed by the player. present. So if we have a unit named officer1. GATE1 animate ["Door_1_rot", 0]; This video is created using games from Bohemia Interactive. Note that empty objects do not belong to a group. Dec 31, 2020 · Hello Guys, I am Really suffering a little bit. Sort by: commy2. (cursorObject == officer1) && (player distance officer1 < 5) Jul 21, 2018 · This may help. Doesn't matter what option you choose (leader, all group members, any group members) it will only fire to the owner. 500 hours of Arma 3 and still [What is Made Simple?]Made Simple is a tutorial series that aims to provide you with the basic knowledge of a certain aspect of the game so that you can watc The trigger will activate when the linked unit's group leader satisfies whichever of the six conditions below is being used. You can follow any responses to this entry through Jun 13, 2019 · Place an trigger on the vehicle position and make an "waypoint activation" with the 1st waypoint! Trigger: Activation: Blufor. In all the units put: this addAction ["Sack", {testicles = 2; publicVariable "testicles";}]; and the trigger: ((missionNamespace getVariable ["testicles", 0]) == 2) If the action is used on any of the units, it will activate the trigger. Adds a point guarded by the given side (scripted way of adding equivalent of "GUARDED BY" trigger in Editor). They are currently properly setup to trigger to join my squad when we enter the target area. Google "commands arma 3" and it should bring you to a bohemia site with all commands listed. this && plane_0 in thisList. Game Master Zeus Arma 3 Zeus BIS_fnc_moduleCurator: Zeus logic which provides access to the 3D real-time editor. I figured I'd test it on a small scale (as seen here) but the objective still isn't completing, even on this small scale test. Sub closed. There are no engine nor scripted features to simulate Chemical Biological Radiological Nuclear (CBRN) threats, contamination, or decontamination in Arma 3. sqf"; Mar 4, 2016 · As the title says, if you set a unit as owner of a trigger and set the trigger to fire for example to any group member, it will only fire to the OWNER. the module way: sync a trigger that activated when the dude dies to a task state module that you set to succeed which is synced to a create task module. I want to have a playable character pick up a map from a helicopter and take it to a given trigger area to activate the trigger and complete the task. Manage Addons Zeus On Laws of War DLC, I got shocked with the phase feature allowing you to switch between past and present. "Today I demonstrate how to attach markers to units so that as the unit moves, it's position is updated on the map. If so you can instead place the garrison module (not wp) where they should hold and then sync the group and trigger to the 1. *** Paste this code in the On Act. give him a waypoint to move to a location. Apr 21, 2020 · If you have create a custom unit but do not want them to show when the game starts but do want to show them later in game you can use this type of trigger. Basically, the game is told, whenever a BLUFOR unit 8. Any triggers synced to these waypoints will define when the GL can move on to its next WP, being all triggers must have activated(AND) or atleast one Nov 26, 2013 · Arma 3 Tutorial - Changeing a Units Side / Faction (QT) There is about a 100 threads on this website about doing this but this is the simplest method. This page documents a few scripted methods to set them up. Name the unit or object. Apr 18, 2022 · Then sync the trigger to the Set Task State module. 9. Multiplayer optimisation: Global marker commands always broadcast the entire marker state over the network. The type must be a class name in CfgNonAIVehicles or CfgVehicles with simulation = detector. trigger condition: !alive my_target. Unless it is destroyed, it will be deleted after flying away. I want that trigger to cause mission failure. cursorObject == officer1. Apr 7, 2020 · Btw I did replace "setvariable" to Johny_D (which is variable of the hostage), im using mods, ace, ares, alive etc. game play realism. com] The ACE modification offers the user a world of advantages. This is all from memory as I'm away from the pc at the moment. class CfgWeapons { class ACE_ItemCore; // ACE3 base item class class ACE Dec 3, 2013 · That code will only work as long as the trigger is reset by the previous unit leaving the trigger area. Posted February 28, 2015. Go to " Systems (F5) "> " Intel " ; click on " create a task " and " set task state ", and place them near the tasks objective. I am new to arma 3 scripting and have set up multiple patrols around an AO and want them to move to reinforce in the event players trip the alarm. Any Group Member - Again, this option only available if the trigger is linked to a unit. [VEHICLE, 50, 30, true, 10] spawn BIS_fnc_UnitCapture; It seems for me anyways that if one of the five parameters was not filled in it would crash the game, so take that into mind. Infantry units can only carry a specific number of weapons, once the weapon slots are filled, any further addWeapon commands are ignored. " Sync this trigger to the second create task module; now, it will create and assign the new task after the player has entered the car. The actual guarded position is determined via the following rules: Given "position" is always considered. NobodysLaw Jun 5, 2017 @ 2:14pm. veh1 - name of the vehicle (not the driver) When I try this, the SUV just drives to the waypoint when I start the mission. A subreddit dedicated to mission editing and mod development for ARMA games. Set the correct layer to toggle in the show hide module. But I see where this function is going. I have basic abilities (e. using officer1 as an example again. In this video you will be shown how two tasks activate one after the other in sequence and how the 8 - draw if unit is outside vehicle; 16 - draw if not in external camera; 32 - draw if not in internal camera; 64 - draw if not in gunner camera (turret optics) since 1. If you want to disable simulation on a unit and then show it as dieing once it is hit or damaged, add an eventhandler onto it which enables simulation on the object when it is hit or killed. If not, the AI will "animate" to death, resulting in a highly unnatural and always the same pose Nov 30, 2016 · Short and straight to the point tutorial on how to use a trigger with a little synchronizing as you can see in this clip it doesn't take all that long for th Virtual Arsenal scripts reference the global variable this, which works in a unit's init box but not in an SQF script. com If [vehicle] is given, the trigger is coupled to the vehicle or its group. Doesn’t work anymore. Since you mentioned garrison I assume you have LAMBS installed. Can be combined e. Nonetheless, I found a workaround. X. I figured there could be a straight forward "kill triggering unit" but apparently not. In the 'onAct' slot, put: deleteVehicle trigger1; bomb="M_Mo_82mm_AT_LG" createVehicle (getPos IED); (this deletes the first trigger, but still sets off the bomb. A trigger anywhere on the map, with a condition of daytime == 6 and set to repeat, should work fine for what you need. 0 - disabled; 1 - unit is pilot or copilot; 2 Jul 17, 2014 · 1 - OBJECT. I want to make them take a bit longer. 3. . Server Only trigger, vehicle named tank1 : call { { private _smoke = "#particlesource" createVehicleLocal [0,0,0]; _smoke Plonk down any of the flagpoles (you can find them under the empty side) If you can't find the flag you want, use the setflagtexture command on any of the existing flagpoles. You have to replace "unitname" by some different name if you want to make it work with many units. Mar 30, 2014 · Tactical Combat Link is a highly dynamic A. Description Description: Add a weapon to a unit. Then I make a trigger like below and sync it to the module that lets you move objects around. 2nd Trigger: In the "Conditions" slot, put, !alive IED; (this will only trip the trigger when unit 'IED' is destroyed). Jan 21, 2021 · 1: Hold (placed right next to them. When the source is "GROUP", "LEADER" or "MEMBER", it is coupled to the group, otherwise it is coupled to the vehicle and the source is changed to "VEHICLE". of Trigger: ***. To detach a location, attach it to objNull. If for any reason, any of them die, the mission is a failure. Can't remember the name of it but its not hard to find in the modules. Directional mines inherit from DirectionalBombBase. Apr 17, 2016 · How to activate waypoints via triggers in Arma 3. ago. work on tijmenjoppe Posted on Nov 26, 2009 - 18:07 (UTC) In game versions prior to Arma 3 v1. Nov 11, 2017 · This video demonstrates three different methods for affixing objects together to make new objects. A shorter tutorial explaining the basic use of a great command, AttachTo. they are set up to move with default arma 3 move and then cycle, does anyone know how I can make them move in with a script or just Syntax 1 Syntax 2; Group's locality the provided group can be non-local, but a warning will be logged : the provided group must be local: Unit's side: using a classname from a different side than the provided group will result in the unit itself being of a (config-defined) side inside a group of another side - see Example 6 for more information Question in the title, need to attach it to an object that'll move to a position upon a trigger to simulate the disabling of a vehicle. Making patrols react to triggers. In the example I set 1 marker as a red infantry icon titled "CSAT", and another setup the same but with FIA as a title and blue as the color and have them follow the units they are Create a second trigger with no radius or activation perameters. Head over to /r/arma. I just want to "finish" and start another quest when hostage will be rescued by players Nov 8, 2021 · Hi, Is there an easy - none scripted - way to make an object activate a trigger. DISCUSSION. Also, two problems that can occur with using this command. You can attach a trigger to the animal when it is dead that will only activate when you are, player, is close to it. You'll have to change each this to a parameter passed into the script. triggerInterval: Number: On Activation: Expression Expression executed once the trigger is activated. sqf: [trigger01,4] execVM "monitor. Condition: player1 in veh1; player1 - name of the player. On Activation: GateName animate ["Door_1_rot", 1] On Deactivation: GateName animate ["Door_1_rot", 0] Create a big explosion on a map marker. But if attachTo onto an unit isn't working, how about you attach the skull to a vehicle, like an offroad or a cart from Cart DLC? Object attached onto a car reflects its rotation, so it will work perfectly, given that the path is stable for the AI to run on. Other then move them further away on the map I'm wondering what I do to the trigger to make them come at least 3 or so minutes after I have entered the trigger. Short and sweet, thanks to shk for this code you could run from your init. I am making a mission where a refuel truck must be stolen, brought to 3 planes, and the planes must be refueled so escape is possible. Passed variables are: thisList - list of all objects in trigger area, based on 'Activation' thisTrigger - trigger object; onActivation: String: On Deactivation: Expression May 8, 2023 · MATTXYO May 8, 2023 @ 3:24pm. Mar 17, 2022 · This shows you how to have AI units place an IED through the use of triggers and animations. Scripted solution: trigger name: trigger01. I haven't tried attachTo on an unit to an object, so I can't really tell. Feb 1, 2020 · Lettuce (formerly G4rrus) Feb 1, 2020 @ 3:45pm. "cursorObject", of course you would Trigger is set as Name: enemy Type: switch, present, repeatedly Activation: any conditions: east countside >=5 On act: _hasenemy=true. Unit init box: nul = [this] execVM "virtualArsenalScript. A trigger is a reaction to something else happening. Configure your task and the task's state once it is achieved (succeeded for example). McHide Posted on Feb 04, 2011 - 08:13 (UTC) Use MP framework to activate this command on all players from server or any other maschine r/arma • There needs to be a conflict server with all of the tank, weapons and helicopter mods associated with this time period. Posted November 26, 2013 (edited) You could just place a high ranking unit of the desired side IE; East. g. Mar 31, 2016 · That was incorrect. The trigger will activate when any single unit in the unit's group satisfies whichever of the six conditions below is being used. Anybody mind laying out how to build I think this might come in handy if you want to kill a moving unit in a task. I've tried giving the map a variable name ie Map1 and used all kinds of adapted variations of the condition commands inside the task state trigger (ie - Map1 in Dec 4, 2018 · Hey, ive a trigger with activation owner,present works fine with persons or Vehicles as owner but doesnt work with stuff like guns, backpacks as owner (neither equipped nor on the ground). Thanks for the reply's barbolani and R3VO. And place wp nr 2 (guard) where you want them to move and guard. This affects both single player and multiplayer. Pages in category "Command Group: Triggers" The following 33 pages are in this category, out of 33 total. create your unit, give it a variable name ("object1") create a trigger, attach it to the unit - this attachTo [object1, [0,0,0]] create a marker you want to be the tracking icon, give it a name - "tracker". This Just place a move wp (not hold) where you want the squad to wait. triggersname attachto [player,[0,0,0]]; If you use. in the trigger, make it a none activation, on the activation, "tracker" setMarkerPos (getPos thisTrigger); Triggers execute every half Apr 23, 2013 · A GameLogic is nothing more than an object that can run a script it can also be assigned waypoints of AND or OR but instead of moving towards a waypoint like a unit would it jumps to the position. It increase the games: interaction abilities. 14K subscribers in the arma3 community. It can't be the trigger owner, as there are multiple trigger owners, and it would kill all of them. It actually occurred at the trigger. Now I've begun to attach the triggers that define the sector to a small object. I believe pretty much all the first ones listed (one to three characters) are all the shorthand. I. You can deleteVehicle the turrentUnits (cargo) one Oct 8, 2014 · When creating a trigger in the editor each machine in the game( server, clients) when loading the map will create their own copy of this trigger so each will run the code when the condition is met. ! (soldier1 in thislist) && ! (soldier2 in thislist) OnAct (just for you to test) hint "Men have left trigger area"; Thank You so much! #2. -----init. If q1 stays within the trigger - the effect will not work for q2. Current Favorites. in the examples case I called him my_target (thats Okay what I wrote doesn't work as good anymore. Place a trigger and link the show hide module to it. Radio comms are easy to setup and use, the tutorial shows you a very basic Mar 17, 2021 · I've created the victim as a local variable in the script and am using the _victim as the triggerAttachVehicle. "["params"] call BIS_fnc_Insert Dec 19, 2021 · Hi there! Today i showed you guys how A. In the On Act field you can put in this: ["Mission Complete",true,2] call BIS_fnc_endMission; Or you can sync (sync this time, not group!) the trigger with a Scenario Flow > End Scenario module instead. Set his condition of presence to 0% and group your addon independent units with Hover & click on the images for description. skip waypoint. I do this all the time. Activation : Select Unit side. Sep 3, 2010 · Unless I'm miss reading it that's how to attach a maker to an object not a trigger. Attaches a location to the specified object. How frequently the trigger condition is evaluated in seconds. If you want the player to be a certain distance from a unit or object. 00 available: Number - (Optional, default unknown) condition for being able to activate the action. 1. Jul 14, 2014 · Arma 3 Editor - AttachTo command. and F. [ace3mod. Usually you attach the trigger from out side the trigger. sqf". Dec 1, 2018 · this is what i found to make ai join or leave group on arma 3 editor. 1 + 4. You could set a second trigger for 1700, or do both in a single trigger with a logic check to see which sound should play if you're trying to limit how many triggers your mission has (they can get a bit pricey on performance The trigger will activate when the linked unit's group leader satisfies whichever of the six conditions below is being used. I want to a have a trigger zone around the planes that activates when the refuel truck enters, so enemy troops can attack while the planes are being refueled. enhancement modification for ARMA 3. 5; }; }; This entry was posted on August 5, 2010, 9:37 PM and is filed under Script Examples. Showing 1 - 2 of 2 comments. Right click on one of the two, " connect to ", and sync the two entities. 22: If you add a waypoint to your group and then want them to start moving to that waypoint, make sure to call setWaypointType "MOVE" on your waypoint. I want to make a trigger that will activate when any of them die. AI is set to Safe. Keep in mind, if you want to create a new flag texture, the engine can only load textures if the dimensions are a power Feb 28, 2015 · UK. Main focus of this modification is to enhance and improve A. It will also who you how to create objects on triggers and how May 8, 2018 · I'm building a scenario that involves alot of music and I wanted to make some speakers that played music, but all I could figure out was how to make a trigger that played music in the player's ear, not from an object. CODES:unit1 assignAsCargoIndex [car1, 1];[unit1] orderGetIn true;-number 1 is The AI makes many decisions as an entire group, instead of on an individual unit level. Set the side of the trigger accordingly the units side. Adding your own detonators. Nor do empty vehicles. Thanks. Groups: Object Manipulation Locations Syntax Syntax: location attachObject object Parameters: location: Location object: Object Return Value: Nothing Examples Example 1: Sep 24, 2016 · To do a reverse check do this: Type: NONE. In Arma 3, nearestObjects is partially broken and is unable to return nearby placed explosive charges or mines when searching by classnames. Trying to add ambient dead bodies to a mission, I had to realize that running "this setDammage 1" will result in two different behaviours, depending if a player is nearby or not. I am pretty new to mission making so the whole trigger, marker, etc system is a little confusing to me. 1: Have hold waypoint for ai. It says to simply put down a trigger with “guarded by” attributed & nothing else. Modern is cool and all, but it’s not sexy like the 80s. sqf-----[] spawn {while{not isnull Heli1} do {"Marker_Heli1" setm For instance if you make a front line, put the main 'Guarded by' trigger at the Player's position (the position most likely to hold) and two other to the north and south, and then make three or more Guard groups; they will each attack their "own" trigger, but if the main group is defeated, they will divert their attack to trigger #1. Sync that to the small object. in many different ways and situations. For a global version of this command see addWeaponGlobal. triggersname attachto [player]; it will attach to the player but it will be relative to the player not directly Feb 7, 2016 · This means that for the trigger to activate the trigger settings need to be true AND the unit you named must not be alive. I can board a vehicle with trigger code. Unit will be invisible, but weapon muzzle are visible. 1st you give the trigger a name then in a game logic init you would put. It will take a few seconds before the plane arrives at the module's position. cursorObject == objectname. Then put down a “guard” waypoint and the units are supposed to go ON TOP OF the trigger. How can I use these features in 3den editor? At least I want to use teleport or switching unit after a small black screen. I want once the people have been killed it will complete the counter-attack objective. The tutorial shows you step by step on setting up triggers that will act as radio comms, each trigger is synced to a waypoint of the ai vehicle or reinforcement, when triggered the ai. 2 - Duration (seconds) 3 - FPS. I was able to attach the trigger to the device using " triggerName attachTo [this, [0, 0, 0]];". ) 2: Get In (One for each squad, Two per truck) 3: Move (A distance away from the base to avoid being shot) 4: Get Out (Placed next to the move waypoint) 5: Move (They move a short distance away from the trucks) 6: Guard (They wait until Radio Bravo and AI is switched to Aware. Sep 15, 2013 · You may use the SYNCHRONIZE function to attach a waypoint with the desired behavior changes to a trigger that detects BLUFOR PRESENT. init. 4- Record Firing Data. how to? Login Store Thank you for clicking on this post. ) Attaching a Marker to a Unit. Last edited by NobodysLaw ; Jun 5, 2017 @ 2:16pm. Also great to go through to just learn of more commands, some of which that are easy to use in mission, such as attach so you can kind of follow a player as Dec 1, 2017 · Overviews and details of ACE3 features, their usage and implementations. Dec 10, 2022 · Ryu Arashi Dec 10, 2022 @ 1:10am. Jun 28, 2014 · ARMA 3 Editor - Creating moving map markers. • 4 yr. AttachTo is a command in which you name the object you want This command will hide a unit, but he will still shoot enemies. Jan 26, 2019 · Auto Bar Gate Opener: Put a trigger over the bar gate, pref 3x7 square, set the the trigger to activate repeatedly and who you want to trigger it. Put the activation on the trigger to BLUFOR now on the ON ACT part of the trigger type is: a setdamage 1. Just rap the code in a isServer check so only the severs trigger spawns the crate. Now somewhere along that waypoint place a trigger. Oct 31, 2013 · As you may know in Arma 3 you cannot attach actions to animals anymore due to some optimisation decisions. Jan 30, 2022 · Ever wanted to make a mission where the death of an HVT, Supply Cache, Convoy or vehicle triggers a counterattack or the completion of a task? Heres how. NOTE: I am a semi-experienced coder, but I am a hardcore newbie in terms of the ArmA 3 coding/scripting language. Groups: Triggers Syntax Syntax: triggerName triggerAttachVehicle objects Parameters: triggerName: Object objects Attach Marker to a unit . Place a show/hide module. See full list on community. TPW MODS SP by tpw TPW MODS consists of a number of independently configurable mods for AI Enhanced realism/immersion for Arma 3 singleplayer. This discovery will be the basis of a new unit caching script by Jaynus. . "plane_0". GATE1 animate ["Door_1_rot", 1]; *** Paste this code in the On Deact. name the dude that should be "observed" by the trigger. I'm also quite new to scripts and triggers. Now, the trigger will activate when the player enters the car. Connect it to the trigger. For example, behavior, combat mode, and waypoints are decided on a group, not an individual level. However, we also want this trigger to activate the second objective, "Deliver the Car. An array containing all units that have activated the trigger is available via list triggerobj. 4 GreenFor Hostages. I planned to solve this by giving each unit a random vehicleVarName in the script, and then using that name in the trigger, but I can't get a static var name version of the random name I give each unit. Use setflagowner to attach the flag to a character. Hit handler for best visual, killed handler for best performance. Script: name = "SmartPhone"; count = 1; }; }; If you name the phone something like “phone” or whatever you want, you can use an !alive trigger to tell the game it has been picked up. However, the Arma 3 Contact expansion has added a range of gear and props to utilize in custom content as desired. size: 5x5. 2. 1K subscribers in the armadev community. For example, create a unit named a. There is a small complicated problem where i don't understand how i am going to do this, here is my question: How Can I Activate a Trigger by Going near someone or a unit or Object with distance limit like code: (blablabla) > 5 or (blablabla) < 5; and how to set Position of a unit near Object with distance from him. I also saw some mods using some similar feature; teleporting your character to another place or give controls of another unit to player located elsewhere. Member. But you can still attach actions to player. 2: Add a seek and destroy waypoint (this will be a further waypoint after the hold waypoint). used in game. As the condition of your trigger. you have to put this line in the init of each unit. After capturing is complete, the function will copy the data in a Looking at using Add Actions to "pick up" or "steal"(effectively delete) an object, resulting in the activation of a Trigger. Give the plane a name e. In the condition field. Description Description: Returns a list of objects attached to the given object. Since triggers are Objects, commands such as getPosASL, setPosASL, deleteVehicle etc. As such, the number of network messages exchanged when creating or editing a marker can be reduced by performing all but the last operation using local marker commands, then using a global marker command for the last change (and subsequent global broadcast of all changes applied to the Aug 8, 2019 · In order to create a task. Use nearObjects , nearestObject or allMines instead. trigger text: trigger01. bistudio. Example of non-functional code: Jan 18, 2018 · Starcraft has a command where you can kill anyone who enters that region. For a trigger a simple way is to name the trigger trig1 and name the car car1 and in the objects init put trig1 attachto[car1,[0,0,0]] Creates a trigger of the given type and at the given position. I have 4 hostages. will follow their designated waypoints and arrive in the area setup to support you. "Quick video guide on how to get a bargate to open/close when a unit tries to pass through it. 4: Right click trigger, select set waypoint activation and connect it to the hold waypoint. The script is creating a few different triggers: I want to be able to see if the victim is conscious and not bleeding (and do something if it is) and I've created another trigger to check to see if the victim is unconscious and bleeding (and do something if they are). Ok, I wasn't sure if you wanted one trigger per unit (like the previous example) or one trigger for everyone. Just give the phone a variable name and then put a trigger down that has “!alive phone;” in the condition field and whenever the phone is Hardrock - c Posted on Aug 04, 2006 - 10:57 (UTC) Notes from before the conversion: For dialogue involving living units it is better to use say, playSound will play a sound at the location of the player, say will play a sound at the location of the unit that is speaking, and it will only play that sound if the unit is alive. You should be able to move triggers with setPos just fine, though you have to keep in mind that triggers are local, so make sure the move The class you inherit from depends of what type of trigger you are using, for PressurePlate and Tripwire you can skip this step, for timers and clackers refer to the Explosives entry. But the objective isn't completing once all the members are dead. As I said in the video, I am still working on more videos for you, I am already writing a text for another tut that will explain coordinates, I have another video that I am Arma 3 Zeus BIS_fnc_moduleCAS: Send an air strike on the module position. The AI will wait until the blufor are in the area before proceeding on the waypoint. To get the group that a unit belongs to, use the group command. sqf file: [] spawn { while {not isnull Unit1} do { "mkr_unit1" setmarkerpos getpos Unit1; sleep 0. If one is, the AI will ragdoll to the floor as expected. increase in equipment options. Now that layer will be shown when the trigger is activated. in the condition field of the trigger. ck oi yh ow io vs hu eu bk ze

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