iacunited 11 Posted December 16, 2016 Very basic coding level. The idea is if the player destroys a communication tower then the reinforcements in a vehicle are deleted however if the player continues on with the mission and gets detected then the reinforcements activate. Good news is I got both of those conditions met but during a test I discovered that if the reinforcements are activated and then the player destroys the tower the units are deleted. So in short I want three basic outcomes. 1) Tower destroyed = reinforcements deleted. (Works currently) 2) Tower not destroyed and player detected = activated reinforcements. (Works currently) 3) Tower not destroyed and player activated reinforcements then player destroys tower = no effect. (Not working) Communication Tower = tower Reinforcements and Vehicle = v1 (a vehicle carrying multiple enemies) Target = hvt_1 Trigger -condition !alive tower; -activation {deleteVehicle _x} forEach crew v1; deleteVehicle v1; -deactivation [empty] I have tried putting in this code for both condition and activation but it did not work. if ((alive hvt_1) and (!alive tower) then ({deleteVehicle _x} forEach crew v1; deleteVehicle v1); Any helpful tips? Share this post Link to post Share on other sites
Guest Posted December 16, 2016 Hey, You may give us more code because it's quite hard to understand but if I got what you are asking you need one more condition on 1) to act like 3) I would check if v1 is alive in 1) so add a alive v1 to your 1) condition will do the trick. EDIT : Actually you can also use IsNull https://community.bistudio.com/wiki/alive https://community.bistudio.com/wiki/isNull Regards. Share this post Link to post Share on other sites
Donald Flatulence 19 Posted December 16, 2016 You were almost there I think! Easiest thing to do is to add in another condition to check whether reinforcements have been called, so your triggers would look like this: Condition: !alive tower && !reinforcements On Activation can stay the same, the above means "If the tower is not alive (destroyed) and the reinforcements have not been called (reinforcements = false), then activate the trigger (delete the reinforcements)" To make this work, edit the trigger used to call the reinforcements so it includes the simple statement: [Your code to call the reinforcements]; reinforcements = true; and add in the "init" section of your reinforcements' vehicle: reinforcements = false; This works as follows: At the start of the mission, reinforcements = false If the player then destroys the tower without being detected, !alive tower = true and !reinforcements = true (as the ! is the opposite of the current value), so the reinforcements are deleted If the player is detected, reinforcements gets changed to true, so even if the tower is destroyed and !alive tower = true, !reinforcements will now be false, and the trigger will not delete the reinforcements. Hope that helps! 1 Share this post Link to post Share on other sites
iacunited 11 Posted December 16, 2016 @Commie Corbyn Thank you for the help, it works as intended now! 1 Share this post Link to post Share on other sites