meatball 25 Posted June 29, 2013 Let me explain what I'm trying to do and what I've tried and hopefully someone can help me out here. I'm creating a mission (and still learning what the heck I'm doing) where the players need to run around and destroy some buildings. I'd like to keep a running tally of the buildings that are destroyed and present the number destroyed with hints and then when they get to a certain number of destroyed buildings, it fires off a trigger. So for example, let's say the missions need the players destroy both lighthouses on the island and once they get both, they'll finish the mission. I know I need to set a global variable "lighthousedest = 0;" somewhere as the mission initializes, but I'm not sure where. I tried putting it in init.sqf, but I think this might reset it to 0 any any JIP connections. Second, I tried to set a trigger with a bounding box on the lighthouses object, grouped the trigger to the lighthouse ID so it's activated on "Static Object" with the "Not Present" condition. Then I put "lighthousedest = lighthousedest + 1;hint format ["Lighthouses Destroyed: %1",lighthousedest];" in the On Act in the hope it would increment the total count from 0 to 1 on the first lighthouse going down and 1 - 2 on the 2nd. I also set a hint on my player init so I can check the lighthousedest value. Finally, I added an End #1 trigger with the condition "lighthousedest = 2;". There's more to it than that, but that's the basics. Problem I'm finding is that when I connect, the hint is popping up telling me 3 lighthouses are destroyed, and if I blow up the other lighthouses, I see the hint popup, but the variable isn't incrementing. I dug around to try to find more info on global type variables and incrementing, but got lost in public, local and special variables. :) Anyone have any thoughts? Share this post Link to post Share on other sites
f2k sel 164 Posted June 29, 2013 can't really help much I don't know about jip, I do notice that the condition "lighthousedest = 2;". is wrong it should be lighthousedest == 2 Share this post Link to post Share on other sites
KevsNoTrev 44 Posted June 29, 2013 (edited) i use setvariable - remember to use True as the last parameter to update across all the clients and the server. update: Put the "lighthousedest = 0;" in a trigger (on activation) maybe with the a and b axes set to 0 (can't recall), condition set to isserver and set to only run once. {this is where you can set up all of your variables to set up starting values.} for the second trigger use what f2K Sel has said, to check a value you need to use == I have done a similar thing for a captive script where I had a running counter keep track of rescued hostages and even dead ones, when the total = 4 end mission. then depending on number alive it was win or fail.- Unfortunately I cannot find the mission now to check hat i have done, but it sounds like the same thing you want to do. Edited June 29, 2013 by KevsnoTrev Share this post Link to post Share on other sites