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Hello,

I'm trying to make a mission to destroy a convoy of vehicles from a helicopter.

initServer.sqf

[] spawn {
	waitUntil {sleep 5; {alive _x} count [DMSK_enemyVeh1, DMSK_enemyVeh2, DMSK_enemyVeh3, DMSK_enemyVeh4] == 0};
	["task2", "Succeeded"] call BIS_fnc_taskSetState;
	
	"task3" call BIS_fnc_missionTasks;
	"task3" call BIS_fnc_taskSetCurrent;	
};

But I ran into a problem, the shooter has time to kill all the soldiers in the machines and break the wheel, but the car did not explode.

How can I alter the condition that the job count towards after the murder of the crew or the equipment itself exploded after the destruction of the wheel?

 

Sorry for google translate.

 

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Change

waitUntil {sleep 5; {alive _x} count [DMSK_enemyVeh1, DMSK_enemyVeh2, DMSK_enemyVeh3, DMSK_enemyVeh4] == 0};

to

waitUntil {sleep 5; {{alive _x} count (crew _x) > 0} count [DMSK_enemyVeh1, DMSK_enemyVeh2, DMSK_enemyVeh3, DMSK_enemyVeh4] isEqualTo 0};

 

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4 minutes ago, theend3r said:

Change


waitUntil {sleep 5; {alive _x} count [DMSK_enemyVeh1, DMSK_enemyVeh2, DMSK_enemyVeh3, DMSK_enemyVeh4] == 0};

to


waitUntil {sleep 5; {{alive _x} count (crew _x) > 0} count [DMSK_enemyVeh1, DMSK_enemyVeh2, DMSK_enemyVeh3, DMSK_enemyVeh4] isEqualTo 0};

 

thanks for help. I tried it. 

This is better than I did, but there are times when the crew just left the car saw the helicopter. Can I add a condition damage cars?

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7 minutes ago, dimas1k said:

thanks for help. I tried it. 

This is better than I did, but there are times when the crew just left the car saw the helicopter. Can I add a condition damage cars?

You can. :thumb:

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1 minute ago, theend3r said:

You can. :thumb:

haha, its google translate :D

How add a condition for damage*

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