Tracker_uk 10 Posted September 14, 2014 hi,im wondering if theres a way to detect if say"object1"&"object2"got deleted im deleting everything in an area after blufor leaves\dies if they die theyre object will delete and wont be available but task still there "object1"is spawned in "object2"is placed via editor any help or advice appreciated Share this post Link to post Share on other sites
Heeeere's johnny! 51 Posted September 14, 2014 (edited) My way to make sure things get deleted is to "register" them in the missionNamespace after creation like that: missionNamespace setVariable ["mission_myObject", _yourObject]; If you delete the respective object then it disappears from the missionNamespace. The returnvalue is objNull. So what you could do is: if(isNull (missionNamespace getVariable "mission_myObject")) then { //do your spawn stuff here }; EDIT: Updated as the previous if-statement was bullshit. ^_^ Edited September 14, 2014 by waltenberg Share this post Link to post Share on other sites
jshock 513 Posted September 14, 2014 (edited) And as another alternative I do believe a simple: !alive object, would also suffice, depending on what exactly it is, I use this for collecting of intel, or destruction of radio towers, etc. so... In trigger Condition Field: !alive object1 && !alive object2; In a script checking it: if !(alive object1 && object2) then {....}; Edited September 14, 2014 by JShock Share this post Link to post Share on other sites
iceman77 19 Posted September 14, 2014 (edited) ... deleting everything in an area after blufor leaves\dies if they die theyre object will delete and wont be available but task still there "object1"is spawned in "object2"is placed via editor Your post is all over the place lol. Anyhow.. Something like this. waitUntil {{alive _x} count units bluGrp == 0 || {{object1 distance _x > 100} forEach units bluGrp}}; // waituntil the blufor group is dead or far enough away _objPos = getPosATL object1; // store the objects position deleteVehicle object1; // delete the object sleep 1; // wait 1 second before creating the new object object2 = "Land_Bricks_V2_F" createVehicle _objPos; // create the new object Edited September 14, 2014 by Iceman77 Share this post Link to post Share on other sites