Hi folks,
  ever since I play RAVAGE or WW2 missions I wished for a Wirecutter Script. ACE is out of question for me; I don't want to load ACE just for this feature - in fact I've so far almost always found a ready-to-use script or addon solution for all those of the ACE features I actually want to use.  Ever since I found the Sapper Tools in IFA3 and ever since I started to build missions using a combo of HEROS SURVIVE and RAVAGE, I wanted to put all those cool items from HEROS to a good use.  And this mod has a pliers item, so I thought to myself: "Would be mighty cool if these Sapper Tools or pliers could actually, well, DO something to a barbed wire fence!"
  But since I couldn't find a working wirecutter script, I tried my hand at compiling a few lines of code from the BIS WIKI together.
  The actual cutting is achieved by the code within
  wirecutter.sqf   { _x hideObjectGlobal true } foreach (nearestObjects [getPos player,["Land_New_WiredFence_5m_F","Land_I44_Buildings_Barbedwire2","Wire"],2]);"SNIPP SNAPP" HintC ["If I can read that and the fence is still standing, I'll have to add the classname to the array LOL"];
   
  Then I add a set of triggers to the mission:
  TRIGGER 1 checks if the player has the necessary item for wirecutting in his inventory:
  CONDITION: ({_x in (items player + magazines player)}count ["herl_o_pliers"]>=1)     ON ACTIVATION:   pliers=true   ON DEACTICATION:   pliers=false     TRIGGER 2   adds the wirecutting action to the player once he has a set of the required tools in his inventory   CONDITION: pliers
  ON ACTIVATION:   _myaction_2 = player addAction ["Use Wirecutter","scripts\wirecutter.sqf",[],1,false,true] call BIS_fnc_MP;     ON DEACTICATION:   nothing stated    
  TRIGGER 3 should remove the wirecutting action again once the tools are dropped (this removeAction doesn't work...)   CONDITION: ({_x in (items player + magazines player)}count ["herl_o_pliers"]==0)
  ON ACTIVATION:   _myaction_2 = player addAction ["Use Wirecutter","scripts\wirecutter.sqf",[],1,false,true] call BIS_fnc_MP;     ON DEACTICATION:   nothing stated   TRIGGER 3 ALTERNATIVE WAY: should remove the wirecutting action again once the tools are dropped (this removeAction doesn't work as well...)   CONDITION: !pliers
  ON ACTIVATION:   player removeAction _myaction_2;     ON DEACTICATION:   nothing stated     I have two questions now:   How could I achieve that in a „cleaner“ way without triggers who, AFAIK, can put quite the load on a mission's performance if checked repeatedly? How could I make the wirecutting action disappear once the player doesn't have the pliers item in his inventory anymore?       THX in Advance for any helpful advice!