Turning Off a trigger

hellblazer-1

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Hey Guys

i have a pretty simple problem, which is that I am trying to disable a trigger. It works like this - a trigger makes two guards have a conversation, until the player presses Escape.

Then the trigger is turned off and any remaining functions in the trigger arent fired. Is this possible? Because I've tried everything, and the trigger keeps firing its remaining actions after the escape key press.

Thanks!
 
> the trigger keeps firing its remaining actions after the escape key press.

That's normal.
And, no, "Trigger - Turn off" doesn't help, as that only disables the events, not the currently running actions.

Well, the usual plan is to set some boolean to true on the event "skips a cinematic",
and add a bunch of
If Boolean equal to true then
- Skip remaining actions
to your cinematics trigger.
 
thanks AceHart, I'll give that a go. Sounds right to me.

i did try everything else, such as Trigger - Turn Off.... so i hope this works. Thanks! :thup:

--- I did this, but I think its wrong. Could someone tell me how to make it work??? I haven't really done this before... Thanks

Code:
Introduction Talk
    Events
        Map initialization
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                skipcine Equal to True
            Then - Actions
                Skip remaining actions
            Else - Actions
                Wait (Random real number between 5.00 and 10.00) seconds
                Animation - Lock Blood Elf Lieutenant 0010 <gen>'s Head to face Blood Elf Lieutenant 0009 <gen>, offset by (0.00, 0.00, 90.00)
                Cinematic - Send transmission to (All players) from Blood Elf Lieutenant 0010 <gen> named Guard: Play No sound and display SoldierTalkRandomString1. Modify duration: Set to 3.00 seconds and Wait
                Animation - Reset Blood Elf Lieutenant 0010 <gen>'s body-part facing
                Sound - Play GarithosYes3 <gen> at 100.00% volume, attached to Blood Elf Lieutenant 0009 <gen>
                Cinematic - Send transmission to (All players) from Blood Elf Lieutenant 0009 <gen> named Guard: Play No sound and display Suits my Purposes...... Modify duration: Set to 3.00 seconds and Wait
                Wait (Random real number between 5.00 and 10.00) seconds
                Animation - Lock Blood Elf Lieutenant 0010 <gen>'s Head to face Blood Elf Lieutenant 0009 <gen>, offset by (0.00, 0.00, 90.00)
                Cinematic - Send transmission to (All players) from Blood Elf Lieutenant 0010 <gen> named Guard: Play No sound and display SoldierTalkRandomString2. Modify duration: Set to 3.00 seconds and Wait
                Animation - Reset Blood Elf Lieutenant 0010 <gen>'s body-part facing
                Sound - Play GarithosYes1 <gen> at 100.00% volume, attached to Blood Elf Lieutenant 0009 <gen>
                Cinematic - Send transmission to (All players) from Blood Elf Lieutenant 0009 <gen> named Guard: Play No sound and display Its about time!. Modify duration: Set to 3.00 seconds and Wait
                Wait (Random real number between 5.00 and 10.00) seconds
                Animation - Lock Blood Elf Lieutenant 0010 <gen>'s Head to face Blood Elf Lieutenant 0009 <gen>, offset by (0.00, 0.00, 90.00)
                Cinematic - Send transmission to (All players) from Blood Elf Lieutenant 0010 <gen> named Guard: Play No sound and display SoldierTalkRandomString3. Modify duration: Set to 3.00 seconds and Wait
                Animation - Reset Blood Elf Lieutenant 0010 <gen>'s body-part facing
                Sound - Play GarithosYes4 <gen> at 100.00% volume, attached to Blood Elf Lieutenant 0009 <gen>
                Cinematic - Send transmission to (All players) from Blood Elf Lieutenant 0009 <gen> named Guard: Play No sound and display RIght..... Modify duration: Set to 3.00 seconds and Wait
                Wait (Random real number between 5.00 and 10.00) seconds
                Animation - Lock Blood Elf Lieutenant 0010 <gen>'s Head to face Blood Elf Lieutenant 0009 <gen>, offset by (0.00, 0.00, 90.00)
                Cinematic - Send transmission to (All players) from Blood Elf Lieutenant 0010 <gen> named Guard: Play No sound and display SoldierTalkRandomString4. Modify duration: Set to 3.00 seconds and Wait
                Animation - Reset Blood Elf Lieutenant 0010 <gen>'s body-part facing
                Sound - Play GarithosYes4 <gen> at 100.00% volume, attached to Blood Elf Lieutenant 0009 <gen>
                Cinematic - Send transmission to (All players) from Blood Elf Lieutenant 0009 <gen> named Guard: Play No sound and display RIght..... Modify duration: Set to 3.00 seconds and Wait
                Wait (Random real number between 5.00 and 10.00) seconds
                Animation - Play Blood Elf Lieutenant 0009 <gen>'s stand 2 animation
                Unit - Create 1 Disease Cloud for Neutral Passive at ((Position of Blood Elf Lieutenant 0009 <gen>) offset by (0.00, -40.00)) facing (Facing of Blood Elf Lieutenant 0009 <gen>) degrees
                Set Fart = (Last created unit)
                Sound - Play OgrePissed5 <gen> at 100.00% volume, attached to Blood Elf Lieutenant 0009 <gen>
                Wait 0.75 seconds
                Sound - Stop OgrePissed5 <gen> Immediately
                Unit - Remove Fart from the game
                Animation - Lock Blood Elf Lieutenant 0010 <gen>'s Head to face Blood Elf Lieutenant 0009 <gen>, offset by (0.00, 0.00, 90.00)
                Cinematic - Send transmission to (All players) from Blood Elf Lieutenant 0010 <gen> named Guard: Play No sound and display You disgusting man!!. Modify duration: Set to 3.00 seconds and Wait
                Animation - Reset Blood Elf Lieutenant 0010 <gen>'s body-part facing
                Animation - Play Blood Elf Lieutenant 0009 <gen>'s stand 2 animation
                Unit - Create 1 Disease Cloud for Neutral Passive at ((Position of Blood Elf Lieutenant 0009 <gen>) offset by (0.00, -40.00)) facing (Facing of Blood Elf Lieutenant 0009 <gen>) degrees
                Set Fart = (Last created unit)
                Sound - Play OgrePissed5 <gen> at 100.00% volume, attached to Blood Elf Lieutenant 0009 <gen>
                Wait 0.75 seconds
                Sound - Stop OgrePissed5 <gen> Immediately
                Unit - Remove Fart from the game
                Animation - Lock Blood Elf Lieutenant 0010 <gen>'s Head to face Blood Elf Lieutenant 0009 <gen>, offset by (0.00, 0.00, 90.00)
                Cinematic - Send transmission to (All players) from Blood Elf Lieutenant 0010 <gen> named Guard: Play No sound and display Ok, thats it!!!. Modify duration: Set to 3.00 seconds and Don't wait
                Wait 2.50 seconds
                Animation - Reset Blood Elf Lieutenant 0010 <gen>'s body-part facing
                Unit - Create 1 Disease Cloud for Neutral Passive at ((Position of Blood Elf Lieutenant 0010 <gen>) offset by (0.00, -40.00)) facing (Facing of Blood Elf Lieutenant 0010 <gen>) degrees
                Set Fart = (Last created unit)
                Sound - Play OgrePissed5 <gen> at 100.00% volume, attached to Blood Elf Lieutenant 0010 <gen>
                Wait 0.75 seconds
                Sound - Stop OgrePissed5 <gen> Immediately
                Unit - Remove Fart from the game
 
Also that only checks if it's true once, if it's false at that point it'll fire all actions even if it's set to true later on.
 
Thanks for helping Guys!!!

Well, your right, the trigger only checks if the boolean = true or false once, at map init. I need it to check from the time the map initializes until the player press the escape key. Anybody know how that would be triggered?
 
For every 0.01 seconds, if skipcine = true, do skip remaining actions.

Do the triggers yourself. I'm too sleepy.
 
Event:
- Player 1 skips a cinematic
Conditions:
Actions:
- Set Boolean = true

Event:
- Time - Elapsed time is 0.0 seconds
Conditions:
Cinematic part 1
wait
If Boolean equal to true then skip remaining actions (nothing in "else", just this)
Cinematic part 2
wait
If Boolean equal to true then skip remaining actions (same here)
Cinematic part 3
...
 
You've got to be kidding me...

That takes ages, plus the time it takes to copy/paste...for a cinematic that have about 200+ actions...
 
true xD I would be up hundreds of hours to do that, but thank you very much for your help AceHart. Really appreciated!
 
The parts, along with number of times of copying/pasting in a trigger.
 
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