jandrews 116 Posted May 20, 2014 I am trying to make some empty vehicles be objectives to blow for mission end, however, at start the trigger I have must be considering them already "!alive" and ends mission, can I make them "alive" long enough to blow them and then "!alive"? trigger = none, none, once, present, cond:!alive h1 AND !alive h2 AND !alive m1, Act:["end1",true,true] call BIS_fnc_endMission; hint "blah blah". thanks in advance Share this post Link to post Share on other sites
Tannerson 10 Posted May 20, 2014 it shouldn't happen I have tested. Have you named your vehicles correctly? Perhaps try putting this in the condition: !alive h1 && !alive h2 && !alive m1 I've just tested and it worked. Hope this helps.. Share this post Link to post Share on other sites
Tajin 349 Posted May 20, 2014 Try changing it to this, so it only triggers when at least one playerunit is also alive.: trigger = none, none, once, present , cond: ({alive _x} count playableUnits > 0) AND !alive h1 AND !alive h2 AND !alive m1 , Act: ["end1",true,true] call BIS_fnc_endMission; hint "blah blah" Share this post Link to post Share on other sites
jandrews 116 Posted May 20, 2014 thanks I will give it a go! Share this post Link to post Share on other sites