Lineman 3 Posted August 19, 2018 I want the trigger to always activate when there are less than 10 Blufor in area. Problem is, Blufor has to leave and re-enter the area for the condition to work; for example, trigger activates one time when 1 Blufor is in the area, and that 1 Blufor has to re-enter the area to trigger it again. Trigger Blufor Present Repeatable - Yes Server - Yes Condition: this && count thisList < 10; On Activation: []execVM "MoreSoviets.sqf"; //MoreSoviets.sqf Spoiler if !(isServer) exitWith {}; waitUntil {triggerActivated SovSpawner}; for "_i" from 1 To 1 do { _spawnPoints = ["SovSpawnNorth","SovSpawnWest_01","SovSpawnSouth","SovSpawnSouthWest","SovSpawnNorthWest","SovSpawnNorthEast","SovSpawnSouthEast","SovSpawnWest_02"]; _unitsInGroup = ["LIB_SOV_SMGUNNER_W","LIB_SOV_SMGUNNER_W","LIB_SOV_MGUNNER_W","LIB_SOV_AT_GRENADIER_W","LIB_SOV_LC_RIFLEMAN_W","LIB_SOV_RIFLEMAN_W","LIB_SOV_RIFLEMAN_W","LIB_SOV_RIFLEMAN_W","LIB_SOV_RIFLEMAN_W","LIB_SOV_RIFLEMAN_W"]; _spawnMarker = _spawnpoints select (floor random (count _spawnpoints)); _unksSpawnPosition = getMarkerPos _spawnMarker; //[x,y,z] newGroup = createGroup [east,true]; _newLeader = "LIB_SOV_SERGEANT_W" createUnit [_unksSpawnPosition,newGroup,"newLeader = this"]; sleep 1; { _newUnit = _x createUnit [_unksSpawnPosition,newGroup,"newUnit = this"]; sleep .4; }forEach _unitsInGroup; [newGroup,getPos SovCentreAttack] call BIS_fnc_taskAttack; sleep 4; newGroup setBehaviour "AWARE"; newGroup setSpeedMode "FULL"; sleep 15; }; Share this post Link to post Share on other sites
Lineman 3 Posted August 19, 2018 Seem to have fixed it. Problem was the On Activation script. Spoiler waitUntil {triggerActivated SovSpawner}; for "_i" from 1 To 1 do { This limited number of spawning enemies in an unintended way, so it's replaced with... Spoiler while {triggerActivated SovSpawner} do { Share this post Link to post Share on other sites