SQUAWK 10 Posted September 21, 2013 Hi again! I got a "simple" question about the Editor in ARMA 3. First i searched in the forum but i didn't saw anything that i could use. Because English isn't my first language so IF there is already a thread where my problem is explained a Link to that thread would help me also :-) As i wrote in my first post I'm new in ARMA never played it before (Counter Strike was my last "Shooting" Game if you want to call it like that ;-) My question is : I got a simple Mission : I am the Leader of a Squad and i have 3 groups of enemy's in a sector (village) 2x Rifle Squad and 1x Fire Team So now i can make a trigger which fires when in the trigger zone all enemy's are gone. Problem is : i have to make the trigger big like hell because the AI is of course hiding/going into cover or even running away (the mission if for learning ARMA 3 Editor and Scripting i would do the same when I'm alone and a tank is rolling into my direction ;-) Is there a possibility to make sure that the WHOLE area is clear? I mean that EVERY enemy is dead? Not hiding outside of the trigger zone but dead? I saw something like !alive enemysoldier Do i have to name every single enemy soldier or can is "group" them? I've tried also in the trigger : !alive enemy1; !alive enemy2; etc etc etc Got an error How do you proceed to make sure that the enemy's are dead? Thank you in advance! SQUAWK Share this post Link to post Share on other sites
Valixx 11 Posted September 21, 2013 Hey. You can make the trigger area bigger or check with: !alive Name1 && !alive name2 && !alive name3 and so on.. Cheers, Valixx PS: Och en Lux? :P Share this post Link to post Share on other sites
SQUAWK 10 Posted September 21, 2013 Ah many thanks :-) Didn't knew about the && symbols :-) Yes och en Lux :P Bettembourg Share this post Link to post Share on other sites
blackmamb 2 Posted September 21, 2013 (edited) The easiest way is to count the number of alive units on a given side. Let's say you're playing blufor, and your enemies are Opfor. Condition of your trigger is this: {alive _x; side _x == east} count allunits == 0; Just replace east by west if your enemies are Blufor, for example. in which case, the size of your trigger is of no importance, and you can have it at 0, 0. Edited September 21, 2013 by BlackMamb tired Share this post Link to post Share on other sites
Valixx 11 Posted September 21, 2013 Take a look here if you need something. http://community.bistudio.com/wiki/Category:Scripting_Commands_Arma_3 http://community.bistudio.com/wiki/Operators ______ Selten een Lux ze gesin an Arma^^ Share this post Link to post Share on other sites
sporkface 10 Posted September 21, 2013 Try making the trigger 300000 by 300000. Share this post Link to post Share on other sites
blackmamb 2 Posted September 21, 2013 Nope. Nope. Nope! Having a big trigger is not bad per se, but in such a case, it'd be bad practice. Plus, it stills needs you to name evey single unit. Which means, you decide to remove that squad here, add another one there, and replace this one by another and you're good for 10 minutes of naming stuff in the editor. Not so fun, is it. That one line I gave above, used as your condition, allows to have onz trigger, whatever its size (ideally the smaller the better, so 0x0 would be the best), to check the number of alive units on one side. When that number reaches 0, it fires. Share this post Link to post Share on other sites
SQUAWK 10 Posted September 22, 2013 Ah now my mission is working :) Thanks everyone :) Share this post Link to post Share on other sites