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1para{god-father}

Destroy AApod man only

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I have a AApod placed down called pod1

Then in my script i have a waituntill however when i shoot the man it is not classed as destroyed if i place a satchel charge and blow it is then shows the hint.

How can I get it so that only the Man needs to be shot down to show the hint ?

waitUntil{!alive(pod1)}

Hint "BAA pod down;

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Becose pod1 is name of that AApod, so you must destroy that pod to see that hint.

You can put empty AApod (name pod1) and close to that AApod put soldier (sol1). Make him a AA guuner (use waypoint or script command). Then create trigger and write:

in condition:

 Not (alive sol1)

or in case you want to be sure

 Not (alive sol1) or not (alive pod1) 

(in 2nd case you will see that hint if soldier will be dead or AApod destroyed)

on activation:

Hint "BAA pod down"

Edited by tom3kb

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Thanks Guys , a question by would using EH be better ?

Much, much better.

With Event handlers you are able to "do something" when specific events happen.

What you are currently doing is creating a new thread, every time you use commands such as execVM, spawn or any of the FSM's commands. Needless to say, the more of these you have, slower will be the machines where these run.

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