becario 1 Posted November 19, 2014 (edited) I have a prisoner exchange mission in which I want my people not to shoot the opfor until the prisoners are exchanged. In the area there will be a group of opfor guarding some blufor prisoners, and they will not shoot until a "trigger1" activates. how can i make a "end mission" trigger that works just until that "trigger1" activates, and then it doesn't work anymore? Edited November 19, 2014 by becario Adding question mark Share this post Link to post Share on other sites
iceman77 18 Posted November 19, 2014 https://community.bistudio.com/wiki/triggerActivated https://community.bistudio.com/wiki/setCaptive Share this post Link to post Share on other sites
jshock 512 Posted November 19, 2014 I have a prisoner exchange mission in which I want my people not to shoot the opfor until the prisoners are exchanged.In the area there will be a group of opfor guarding some blufor prisoners, and they will not shoot until a "trigger1" activates. how can i make a "end mission" trigger that works just until that "trigger1" activates, and then it doesn't work anymore? How do you have the OPFOR "friendly" to BLUFOR, if your using setCaptive (as Iceman has put down): Trigger Condition: triggerActivated trigger1; Trigger onAct: { _x setCaptive false; } forEach allUnits;//<<can limit this to just a side/group depending Share this post Link to post Share on other sites
killzone_kid 1326 Posted November 19, 2014 If you put in "end mission" trigger condition: this && !triggerActivated trigger1 If trigger1 is activated the statement will return false and "end mission" trigger will not activate. I suggest to add trigger1 before "end mission" trigger (order of triggers) Share this post Link to post Share on other sites
becario 1 Posted November 20, 2014 How do you have the OPFOR "friendly" to BLUFOR, if your using setCaptive (as Iceman has put down): I have a waypoint with hold fire, since I need the blufor to be able to shoot, and opfor will shoot after trigger1 is activated. setcaptive would not work in this case, as I'm using AGM mod. I'm trying killzone_kid condition. and... it worked! thank you very much. now my prisoner exchange mission will work perfectly. Share this post Link to post Share on other sites