JacobJ 10 Posted June 8, 2011 Hello all I have a problem. I have given all my playable units names w1 to w10 and e1 to e10. I have then done this in a trigger: !alive w1 && !alive w2 and so on... In the triggers I have made end1 og end2 The one trigger doesnt end the game when all easts are dead and the other trigger only ends the game for east players, so west-players can run around and still shoot, alltho there arent any bad guys left. I have an enclosed respawn area that I could use to count the units in it. Can I somehow make a trigger covering all opfor units and a trigger that covers all blufor units at the start of the game and then make a trigger in the respawn-area to count how many of the guys spawned at the beginning is the the respawn-area-trigger and that way end the game? Any other ideas? /Jacob Share this post Link to post Share on other sites
demonized 16 Posted June 8, 2011 thisList is any alive unit inside a trigger, same command as list triggername in a outside script. side is side of unit. a opfor present trigger with condition: this AND ({alive _x} count thisList) < 5 on act: hint "there are less than 5 alive opfor units inside trigger area" note that a thisList returns 1 on a vehicle even if vehicle have 5 units inside it. so 1 truck with 5 units inside + 2 units on foot returns 3 total. Edit: allUnits is a list of all alive units on the entire map, you can use it to check distance from something and then choose to count it based on its side. Share this post Link to post Share on other sites
JacobJ 10 Posted June 8, 2011 Okay thanks a lot for the quick reply. I took what you posted and turned into this: Starting with counting all the spawned units: Blufor present (Once) cond: this On act: westbuffer = count thislist Then I took another trigger and placed it over the respawn: Blufor present (Once) cond: this AND count thislist == westbuffer; #End5 the same for the opfor. It seems to work.. Share this post Link to post Share on other sites