SGT M 10 Posted January 29, 2012 Hey guys, so I've got this mission where BlueFor takes an airfield, and then proceeds to secure a nearby town (similar to the first OA mission). I have it so that there are multiple OpFor units in the town, all set to setCaptive true so that they do not get smashed by friendly air. I also have a trigger that turns setCaptive to false once BlueFor units are present in the town, making them hostile.The problem I have is that friendly air power keeps flying through the trigger, setting it off before the ground forces get anywhere near the town. Is there anyway to have it so that the trigger only activates after BlueFor is present for a certain amount of time (i.e. longer than it takes a jet to fly over), I figured this would involve the countdown timer in some way, I experimented with no luck. Or better still, is there a way to make the trigger only be activated by BlueFor ground forces, and not BlueFor air forces? Share this post Link to post Share on other sites
shuko 59 Posted January 29, 2012 You could just make the trigger check only land troops. Share this post Link to post Share on other sites
SGT M 10 Posted January 29, 2012 Ok.... hmmm... how do I do that again? lol Share this post Link to post Share on other sites
carlostex 38 Posted January 29, 2012 Put this in trigger condition field: this && {!(vehicle _x iskindof "air")} count thislist > 0 Share this post Link to post Share on other sites
SGT M 10 Posted January 30, 2012 Thanks that works for one unit, unfortunately I have like 30 units listed in the same trigger as setCaptive false, and honestly I can't be bothered doing that for every unit haha. Never mind, most of them seem to survive the air attacks, and then get finished off by the groung units. Share this post Link to post Share on other sites
demonized 20 Posted January 30, 2012 you could just select group and group the trigger to one of the ground units, now the trigger will only activate once that group is inside the trigger, combine with timer and you can control it even more. other ways could be to name your land groups and use this condition. ({group _x in [group1,group2,group3]} count thisList) > 0 now when there are more than 0 units from one of the listed groups in the trigger it activates, adjust the 0 to lets say 10 and the trigger will only activate once there is 10 units in trigger from any of the listed groups, 2 from group1 4 from group2 and 4 from group3 activates it. Share this post Link to post Share on other sites