taltsinth 1 Posted March 18, 2013 (edited) I'm currently trying to link a Skirmish Dynamic Spawn Module (And it's associated Init) to a trigger with Condition: this && taskState task2 == "Assigned"; The idea being that if task2 is set to Assigned, the trigger would fire off the module and spawn the unit. I've got the module set-up and working yet it is always activated without task2 set to Assigned. I've got the trigger synced to the module init (Which is set to groups of synchronised objects) which in turn is synced to the spawn module itself. I'm wondering if I've missed a setting I need or if this is simply the wrong way to go about this. Tal Edited March 19, 2013 by TalTsinth Share this post Link to post Share on other sites
FartParty 10 Posted March 20, 2013 bump, i need this too Share this post Link to post Share on other sites
BirdFilm 1 Posted March 25, 2013 bump, same problem. Help? Share this post Link to post Share on other sites
xgp0006 10 Posted March 25, 2013 hmm i too seem to have issues with it simply activating on existence. chalk me up for another one wanting an answer Share this post Link to post Share on other sites
jasin 1 Posted March 25, 2013 Shouldn't it just be: taskState task2 == "Assigned"; Not 100% sure though. Share this post Link to post Share on other sites
taltsinth 1 Posted March 26, 2013 Shouldn't it just be: taskState task2 == "Assigned"; Not 100% sure though. That would then fire the trigger off and spawn the unit when the Task is set to assigned. I need it to also fire off when the trigger itself has been set off using Blufor->Present so the 'this &&' is required for the trigger and task assignment to be checked. I've still had no luck in syncing this yet but I'm going to keep at it. Best way to learn is to keep on trying! Share this post Link to post Share on other sites
r.flagg 11 Posted March 26, 2013 Sometimes it helps to post a link to your mission. You've got the 'top-level help-desk' guys, who can read your issue and whip off an answer reply w/o opening the editor. But those replies aren't always forthcoming. Then there are other amateurs who enjoy tinkering with the editor, and wouldn't mind helping find the solution. But it's a lot easier for them to help if you give them what you've got already. Or of course the module is bugged/unfinished, and for now your best bet is to use one of the many alternatives to spawning units. Share this post Link to post Share on other sites