avibird 1 36 Posted February 23, 2018 I am very frustrated. I don' t know if something has changed with the last few game updates but can't get an end game trigger to work when all playable/switchable units are incapacitated. I have 13 playable/switchable units in a mission. I use a modified revive system that the units will only go incapacitated. Is there a way to setup an end game trigger that will end the game if all playable/switchable units go incapacitated at the same time. Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted February 23, 2018 Something like this maybe? _failCondition = count (allPlayers select {lifestate _x isEqualTo "INCAPACITATED" OR !alive _x}) isEqualTo count allPlayers; if (_failCondition) then {"EveryOneLost" call BIS_fnc_endMissionServer}; Ends mission for everyone if all players are either dead or incapacitated. Cheers 1 Share this post Link to post Share on other sites
avibird 1 36 Posted February 24, 2018 @Grumpy Old Man your code lines only works if I put it into a gamelogic but the mission ends at the start of the mission lol. _failCondition = count (allPlayers select {lifestate _x isEqualTo "INCAPACITATED" OR !alive _x}) isEqualTo count allPlayers; if (_failCondition) then {"EveryOneLost" call BIS_fnc_endMissionServer}; When I put your code in a trigger condition nothing works. This is how it worked before. I use =BTC= Quick Revive (modified by me so units will never die only stay incapacitated.) {!(_x getVariable ["btc_qr_unc", false])} count (playableUnits + switchableUnits) == 10; It was used in a mission with 60 playable units and worked fine however now when I reduced the number to ==0 nothing works if I keep the ==10 the it works when there are a few units still up but I needed it to work with no units left all are incapacitated. I have played with your code no luck and I have played with the numbers in mine and only ==10 works but not when all the units are incapacitated. I don't understand why your code or mine will not work the way it should. Share this post Link to post Share on other sites
avibird 1 36 Posted February 24, 2018 @Grumpy Old Man may code does work I had a playable unit on the map very very from the AO lol it was making me nuts ? however I would still like to get you code to work as well. Always like to have a different way of doing things especially if I use a different type of revive system in a mission. Thanks for all the assistance. Really appreciate it scripting does not come easy to me but I do know how to lay out a mission design but sometimes I have no idea how to implement what I want to do with Arma scripting. Share this post Link to post Share on other sites