Tornado1001 4 Posted May 23, 2017 (edited) I have been making a mission involving the Nimitz and a squad that is tasked to take a boat to this island (Map is Kerama Islands for those curious) and blow up AA defenses so F18s can do the rest. I have 3 objectives for the 9 man squad (Each member's Variable Name is F1-F9). The objectives are A.) Get in the boat B.) Unload at the shore/Rearm if needed C.) Take down AA I have C.) finished but I am having an issue with A.) For the objective I have set down the "Create Task" module titled "Get in the ship" and its state is "Assigned" with an always visible marker on the boat. Synced to the "Create Task" module I have a Trigger that has a timer for the Objective to be assigned (Like 2 seconds just so the notification pops up). next I have the "Set Task State" module in the state of completed. There is a trigger synced to the "Set Task State" module. The Trigger has Activation set to "Any Player" and Activation Type "Present" the Condition Script box has the following code: allInTheVehicle = false; while {(not allInTheVehicle)} do {allInTheVehicle = true}; {if (!alive f1 && f2 && f3 && f4 && f5 && f6 && f7 && f8 && f9 || vehicle truck1 != myVehicle) then {allInTheVehicle = false;}} forEach playableUnits; globalAllInTheVehicle = true; My friend supplied me with this script but we couldn't figure out why the objective will not render as completed when all playable units take a position within the boat (Driver, Navigator, Gunners, Etc). Any help with this would be grateful since I am still new to scripting. Edited May 23, 2017 by Tornado1001 Accidentally hit finished while writing the first time Share this post Link to post Share on other sites
pierremgi 4837 Posted May 24, 2017 this condition: {_x in myBoat and alive _x} count playableUnits == {alive _x} count playableUnits; or , if you don't care with AI units (playable but not played) , change playableUnits for allPlayers 1 Share this post Link to post Share on other sites
Tornado1001 4 Posted May 24, 2017 The objective gets assigned then automatically succeeds without any playable units entering the boat, Share this post Link to post Share on other sites
pierremgi 4837 Posted May 24, 2017 There are 2 true conditions: - all alive playable units are in boat; - there is no playable units, or you're trying in SP. To make it work SP/MP: {_x in myBoat and alive _x} count playableUnits + switchableUnits == {alive _x} count playableUnits + switchableUnits; or allplayers if you don't want to check the AIs in group (SP = player / MP = players, at the time the cond is met. Your trigger can be a simple one with no area, none activation. The condition is sufficient. 1 Share this post Link to post Share on other sites