xtesic 10 Posted June 9, 2014 (edited) I am making a mission with different tasks to complete now. First kill all enemies in area,..works Then blow up a tower...works next one is stealing 1 or 2 tanks...doenst work I have a player called "player" In modules: create task (just filled in a little text and named it "tsk") Then a module succeeded task. Ive named the tank: "tank1" and "tank2" player synched to create, create to succeded and succeded to the trigger Ive made a trigger with the description: !isengineOn tank1; what i ment to do is when u enter the tank and start the engine, task is completed... ANY help on this one? cant get it to work on 1 tank even :( Edited June 9, 2014 by xtesic Share this post Link to post Share on other sites
wiggum2 31 Posted June 9, 2014 In your units init: mygroup = group this; Trigger condition: {alive _x} count (units mygroup) == {_x in tank1} count (units mygroup) || {alive _x} count (units mygroup) == {_x in tank2} count (units mygroup); The trigger will fire if the player unit (or any groupmember of the player) is in one of the tanks, should work in SP. Share this post Link to post Share on other sites
toxicsludge 12 Posted June 10, 2014 My advice? Don't use modules for tasks - lean the basic scripting to assign/complete etc. That way, if the tasks ever break (again) due to an update, your mission will still work :) Source: been there before :/ Share this post Link to post Share on other sites
xtesic 10 Posted June 15, 2014 true, and did as you said, now my first mission is finished :) has revie, repair, vas, blablabla,...all from other author, who's names still inthere. (thx btw) here the link: enjoy and many thx for all that helped :) http://steamcommunity.com/sharedfiles/filedetails/?id=271427989 Share this post Link to post Share on other sites