Mikee 10 Posted December 1, 2010 (edited) Hey guys, I need help. What do I put in condition of the trigger, that would active the trigger if it's anybody, but not unit named man01? Basically, I want all players to be able to activate the trigger, except for one player named man01. Edited December 1, 2010 by Mikee Share this post Link to post Share on other sites
AZCoder 921 Posted December 1, 2010 You could do this, let's say if the trigger is activated by blufor present repeatedly: this and !(man01 in thisList) However, if man01 is in the trigger area, it will not fire for anybody. Once he's out of the trigger area, it will fire again. Share this post Link to post Share on other sites
Mikee 10 Posted December 1, 2010 You could do this, let's say if the trigger is activated by blufor present repeatedly: this and !(man01 in thisList) However, if man01 is in the trigger area, it will not fire for anybody. Once he's out of the trigger area, it will fire again. It doesn't work :(. Share this post Link to post Share on other sites
shuko 59 Posted December 1, 2010 {_x in thislist && _x != man01} count playableunits > 0 Share this post Link to post Share on other sites
Mikee 10 Posted December 1, 2010 {_x in thislist && _x != man01} count playableunits > 0 Still nothing. Share this post Link to post Share on other sites
shuko 59 Posted December 1, 2010 Just tested it, worked fine. Whats your trigger's activation settings? Share this post Link to post Share on other sites
st_dux 26 Posted December 1, 2010 shk's method works and is the best solution I can think of. Make sure that the trigger is actually setup to be activated by "Anybody: Present" at the top of the trigger dialog. Share this post Link to post Share on other sites
frosties 10 Posted December 1, 2010 How can i do it the other way around? lets say that the trigger should be triggered when man01 walks in, but not if anybody else goes in? Share this post Link to post Share on other sites
Mikee 10 Posted December 1, 2010 Just tested it, worked fine. Whats your trigger's activation settings? Activation: anybody Present Cyclical Condition: {_x in thislist && _x != man01} count playableunits > 0 On activation: my script. I also tried to put hintC "test". To see if it works, but it didn't for me. Share this post Link to post Share on other sites
AZCoder 921 Posted December 1, 2010 @shk: how are you testing this? playableUnits returns an empty array in single player. However if you use 'allUnits' then it works. Also man01 must exist or it will not work either. Share this post Link to post Share on other sites
Mikee 10 Posted December 1, 2010 How can i do it the other way around? lets say that the trigger should be triggered when man01 walks in, but not if anybody else goes in? Just group trigger with the guy and make it activated by vehicle. Share this post Link to post Share on other sites
st_dux 26 Posted December 1, 2010 How can i do it the other way around? lets say that the trigger should be triggered when man01 walks in, but not if anybody else goes in? Alternatively, make the trigger for Anybody Present, then put "man01 in thisList" as the condition. Share this post Link to post Share on other sites
Mikee 10 Posted December 1, 2010 I'm also using ACE, but I don't think it would matter in this situation. So, does anybody have ideas how to make it to work? I appreciate that you guys take time to help me out. ---------- Post added at 22:16 ---------- Previous post was at 22:14 ---------- Condition: {_x in thislist && _x != man01} count allUnits > 0 - it works. Thank you guys. Share this post Link to post Share on other sites
frosties 10 Posted December 1, 2010 Alternatively, make the trigger for Anybody Present, then put "man01 in thisList" as the condition. How should i formatt it? i´ve tested man01 in thisList but it keeps complaining about "missing ;" Share this post Link to post Share on other sites
st_dux 26 Posted December 1, 2010 You need to put man01 in thisList In the condition box. Erase the default "this" first. Share this post Link to post Share on other sites
shuko 59 Posted December 2, 2010 @shk: how are you testing this? playableUnits returns an empty array in single player. However if you use 'allUnits' then it works. Also man01 must exist or it will not work either. MP editor and dedicated server. Why would someone test MP missions in SP editor? ;) Share this post Link to post Share on other sites
AZCoder 921 Posted December 2, 2010 Never worked on MP missions, didn't know if it had an editor :) Just googled it, I see how to find it now. Cool. Share this post Link to post Share on other sites
jgaz-uk 132 Posted December 4, 2010 (edited) Question for "in thislist" change since updates truck1 in thislist AND truck2 in thislist; Did work requiring both trucks present for the trigger to activate. Now only first part works i.e. "truck1 in thislist" for truck1 if you add the "AND truck2 in thislist" the trigger wont work at all! :( Iv'e tried various combinations of &&, ((, or { & not solved it yet. Any one help? ---------- Post added at 11:51 PM ---------- Previous post was at 11:33 PM ---------- Found it! took a tip from previous poster tried ((truck1 in thislist)) AND ((truck2 in thislist)) And change the activation to Anybody Present and it works Edited December 4, 2010 by jgaz-uk Share this post Link to post Share on other sites