FunnyCookieEver 1 Posted June 17, 2018 I want to make a mission where task is to clear some trigger area. I have always used default trigger options but after some time I noticed, that using | Activation: OPFOR | Condition: Not present | is a very dangerous thing because AI usually hides somewhere inside rocks or other places and player just can't complete the task. I am trying to use custom condition inside the trigger but no success. Here is my final try: if (opfor countSide thisList < 3) then {t1_1_1 = true;} else exitWith {}; I have to admit that I'm new in Arma 3 scripting. Share this post Link to post Share on other sites
Harzach 2517 Posted June 17, 2018 The condition field only returns a value, usually boolean ("true" or "false"). You don't actually execute code in it, per se. I assume the units and trigger have been placed in the editor? If so: Quote Activation: OPFOR PRESENT Cond: this && east countSide thisList < 3 OnAct: t1_1_1 = true; Once you have eliminated all but two OPFOR units, the trigger will fire. 1 Share this post Link to post Share on other sites
pierremgi 4902 Posted June 17, 2018 That will not solve the problem of hidden units in rocks or decorative houses (with no entry/building positions). They still fires on you. You could spawn units then delete those inside/below something: _myteam = [_pos, east, _unitsArray , [], [], [], [], [], 0] call BIS_fnc_spawnGroup; sleep 0.2; {deleteVehicle _x} forEach (units _myteam select {count lineIntersectsSurfaces [getPosWorld _x, getPosWorld _x vectorAdd [0, 0, 10], _x, objNull, true, 1, "GEOM", "VIEW"] >0}); 3 Share this post Link to post Share on other sites