davidoss 552 Posted November 8, 2015 Hi. Need help with trigger statements I have already set: {_x in thisList } count (playableUnits + switchableUnits) > 0 && {side _x == independent} count thisList == 0 Its works but i need edit this to include dependency that the playable or swichable units are on the ground. something like that: (getPos _x) select 2 < 1 How to integrate that properly? Share this post Link to post Share on other sites
jshock 513 Posted November 8, 2015 {(_x in thisList) && (((getPosATL _x) select 2) < 1)} count (playableUnits + switchableUnits) > 0 && {side _x == independent} count thisList == 0 1 Share this post Link to post Share on other sites
davidoss 552 Posted November 9, 2015 Thanks works like charm Share this post Link to post Share on other sites
Heeeere's johnny! 51 Posted November 9, 2015 Just out of curiosity, why do you need playableUnits and switchableUnits? And could you not solve the first part of your trigger statement with a setTriggerActivation statement? Share this post Link to post Share on other sites
davidoss 552 Posted November 10, 2015 Well i have not much experiences with editor stuff and with their translations it can became big riddle. What i need is that the trigger fire only when the any of players are inside the trigger with no east side units inside the players need to bee on the ground. class Item1 { position[]={9347.1348,118.07443,15906.05}; a=400; b=400; activationBy="ANY"; interruptable=1; age="UNKNOWN"; name="y"; expCond="{(_x in thisList) && (((getPosATL _x) select 2) < 1)} count (playableUnits + switchableUnits) > 0 && {side _x == east} count thisList == 0"; expActiv="[[hq_logic_papa,""obj_secure""],""sideRadio"",WEST,false,false] call BIS_fnc_MP; deleteMarker ""x""; deleteVehicle y;"; class Effects { }; }; Do you knew any better solution? Switchable for test it in editor? Share this post Link to post Share on other sites
bull_a 44 Posted November 10, 2015 Just out of curiosity, why do you need playableUnits and switchableUnits? Its for both SP and MP compatibility. playableUnits returns a list of all playableUnits in MP but an empty array in SP, vice versa for switchableUnits. In regards to what jsock has written, another way is to write: ((count ((playableUnits + switchableUnits) unitsBelowHeight 1)) > 0) && (({side _x == resistance} count thisList) == 0) (Uses unitsBelowHeight) Regards, Bull Share this post Link to post Share on other sites