the1krisrob 67 Posted February 19, 2016 So now objectID's have been removed and you cannot simply group a "!alive trigger" to a building, could someone please explain to me like I'm 5, the easiest way to check if a building/tower etc has been destroyed? I assume I'm supposed to do some black magic with the nearestobject command, but I can't wrap my head around how I'm supposed to use it. It would have been super nice if they had given us a nice easy way to do this considering destruction of infrastructure is a fairly common type of mission. Share this post Link to post Share on other sites
donelsarjo 60 Posted February 19, 2016 !alive ([0,0,0] nearestObject _yourObjectID) Should work Share this post Link to post Share on other sites
the1krisrob 67 Posted February 19, 2016 !alive ([0,0,0] nearestObject _yourObjectID) Should work Sorry I'm not quite following, where should I put that code, because it won't work in the trigger condition. Share this post Link to post Share on other sites
donelsarjo 60 Posted February 19, 2016 works fine for me: example : Condition: !alive ([0,0,0] nearestObject 66576) On Act.: hint "lol" Share this post Link to post Share on other sites
donelsarjo 60 Posted February 19, 2016 you can get the object id (in the 2d editor) by hitting the ID button. Share this post Link to post Share on other sites
R3vo 2654 Posted February 19, 2016 IDs are not really reliably, use https://community.bistudio.com/wiki/nearestTerrainObjectsinstead 1 Share this post Link to post Share on other sites
barbolani 198 Posted February 20, 2016 Andf you can add a killed eventhandler to it... Share this post Link to post Share on other sites