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Lexen

Array + trigger problem

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Just a question or two.

I'm having issues with an Array in a mission I made. The problem isn't that it doesn't work, but that it maybe works too specifically?

Okay, so I have a mission where choppers are needed to take down 11 pieces of armor before infantry units are to be flown in to "take the town". I have these 11 pieces of armor in a gamelogic array called enemies.

enemies=[e1, e2, e3, e4, e5, etc....] 

I then have a trigger that keeps count and is sync'd to a waypoint for the infantry units in their CH47's.

{alive _x} count enemies == 0 

I tested and re-tested this in a stupid little proof of concept mission and it works flawlessly. It worked in the main mission in testing over and over until last night. It no longer works. CH47's with infantry units just sit there on the runway even after all of the armor is gone. I checked and re-checked that all enemies are present. I switched up the activation from once to repeatedly (then back again after I made a new mission to test the setup again).

Now, i'm curious to know if we're testing the alive condition of units in an array, does it count the people inside of the tanks as part of the unit? As most of you know, enemies will often bail out of a tank after it's been hit. Could this be the reason my infantry is just sitting on the runway with their thumbs in their behinds?

If I have an OpFor infantry squad tied to a BMP, does it make them part of the count?

I'm really lost here. It worked fine until it didn't. This leads me to believe the above sentence about the OpFor squad riding in the BMP.

Thanks for any help.

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Tank can have maximum (1) damage and still not considered "dead". I'd change the alive check to damage check:

{damage _x < 0.7} count enemies == 0

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Thank you, good sir. I'll try that when I get home tonight.

:bounce3:

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