Espectro (DayZ) 0 Posted September 16, 2002 Hi all. I have a problem. In my mission (multiplayer coop) a group of members needs to board a chopper, which then flies them off to an objective... I use this to see when all members are in the chopper: "_x in heli" count units team == west countside units team This works fine until the AI gets disabled in the lobby.... So it isnt working if not all 10 (which is maxplayers for the mission) is there!! buhuuu. can u help me? Group name is "team" and choppername is "heli" Share this post Link to post Share on other sites
Chris Death 0 Posted September 16, 2002 Well, here's the way, i'm doing that in mp missions: :note - if you have a whole playable squad, where even the squad leader can be disabled from the lobby, you can't use the leaders init field to specify the name for the group. Therefore i'm always using a trigger, covering only the playable squad. e.g: west/present condition: this activation: myleader = thislist select 0; mygroup = group myleader Now you can use the following condition, to check if the whole group is onboard: "_x in heli" count (units mygroup) == count (units mygroup) ~S~ CD Share this post Link to post Share on other sites
Espectro (DayZ) 0 Posted September 16, 2002 Thx m8... but how do i know who is: "myleader" ? If the leader is disabled? Share this post Link to post Share on other sites
Espectro (DayZ) 0 Posted September 16, 2002 oh sorry, got it... i think.. Share this post Link to post Share on other sites
joltan 0 Posted September 16, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Espectro @ Sep. 16 2002,17:41)</td></tr><tr><td id="QUOTE">In my mission (multiplayer coop) a group of members needs to board a chopper, which then flies them off to an objective... I use this to see when all members are in the chopper<span id='postcolor'> </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_teamlist=units team _unitsarray=+_teamlist _n=0 _count=count _teamlist #loop   _unit=_teamlist select _n   _n=_n+1   ?not(alive _unit):_unitsarray=_unitsarray-[_unit] ?(_n < _count):goto "loop" _unitsinchopper=crew heli _unitsoutside=_unitsarray-_unitsinchopper _count=count _unitsoutside ?(_count==0):teaminchopper=true<span id='postcolor'> If all living (!) team members are inside the chopper, then the boolean variable teaminchopper is set true - just use a trigger to unlock the waypoint once this variable is set. Works fine in my coop missions. Share this post Link to post Share on other sites
Chris Death 0 Posted September 16, 2002 Why doing it complicated Joltan? In my sample, i compare the actual number of units from that group in the chopper with the actual count-result of units in that group. You don't need to add or remove units from an extra array here. Also the trigger, which i use to specify the group leader and the groupname, doesn't use any performance for the reason it's a one-time-runner at the start of the mission. ~S~ CD Share this post Link to post Share on other sites
Espectro (DayZ) 0 Posted September 16, 2002 Thanks both of u...I used your example Cris, and it works great Im sure joltans work just as fine though Share this post Link to post Share on other sites
joltan 0 Posted September 16, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DV Chris Death @ Sep. 16 2002,18:42)</td></tr><tr><td id="QUOTE">Why doing it complicated Joltan?<span id='postcolor'> Because dead units can't enter a chopper, but are still members of the team... units team will always return all units present at game start, including those that died inbetween - so you would be stuck if any unit dies before you take off. If you are sure there are no dead team members and readability isn't of any importance, all could be condensed to one single line: ?((count ((units team)-(crew heli)))==0):teaminchopper=true You could even use a trigger instead of a script As it is unfortunately quite often the case that someone dies right at the start on public servers (either a noob/someone killed by a noob, or the ai of someone who ghosted getting killed by the other players), I've found the need to take this into consideration. I usually use a loop that waits several seconds inbetween checking for the condition to be met - that way it doesn't burden the server much. Share this post Link to post Share on other sites
Chris Death 0 Posted September 16, 2002 Joltan, i'm sure it has been working in my last mission with that method i suggested (even if some members of the group were killed). Once i'm back home from work, i'll test it again and post the result in here. ~S~ CD Share this post Link to post Share on other sites
Chris Death 0 Posted September 16, 2002 OK Joltan, I've tried it again, and it still works. I've placed a group (w1grp) Then i've created a repeatable radio call, which displays the number of units in this group. (hint format ["%1",count (units w1grp)] Then i started, hit the trigger, result was 10. Then i killed one of the guys (*snief*), hit the trigger again, and the result was 9. ~S~ CD Share this post Link to post Share on other sites
Junker 0 Posted May 6, 2003 i think what joltan is trying to say if you have 5 units and 1 is dead but not detected dead (OH NO 4 IS DOWN) Thats where the problem starts BTW im thinking thats what he's on about anyway Share this post Link to post Share on other sites
Chris Death 0 Posted May 7, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">i think what joltan is trying to say if you have 5 units and 1 is dead but not detected dead (OH NO 4 IS DOWN) Thats where the problem starts <span id='postcolor'> Yeah, but then there comes the countside command to be helpful. When using west countside, only living units will be counted (even if dead ones weren't detected yet). "_x in heli" count (units mygroup) == west countside (units mygroup) ~S~ CD Share this post Link to post Share on other sites