vad 12 Posted April 14, 2017 // scenario setup, I have a Linguist, only he will get the addAction from an informant, but won't give up the information if the interrogator is not present. Linguist class: B_Story_Protagonist_F Interrogator class: B_CTRG_soldier_GL_LAT_F on the target: nul = [this]execVM "Interview.sqf"; Interview.sqf: _target = (_this select 0); _target addAction [ "<t color='#00ff00'>Ask Questions</t>", "lingmsg.sqf", [], 1.5, true, true, "", "(alive target1) && (typeOf player) in ['B_Story_Protagonist_F']", 1.7 ]; this part works fine (though I'd like to change target1 to _target but this doesnt work so I just name each target) I can live with this part. lingmsg.sqf: OK figured it out: _ling = (_this select 1); _tar = (_this select 0); _ints = []; { if ((typeOf _x) in ['B_CTRG_soldier_GL_LAT_F']) then { _ints pushBack _x; }; } forEach playableUnits; _intsnear = false; { if ((_x distance _tar) <3) then { _intsnear = true; }; } forEach _ints; if ( _intsnear ) then { hint format ["OK, OK, I'll talk, theres a bomb factory at grid 014,023"] } else { hint format [ "Go away American"] }; if there's a cleaner way to do it I'm all ears Share this post Link to post Share on other sites