ziga.cernic4@hotmail.com 1 Posted August 22, 2018 Hey, Im trying to activate a waypoint when a whole group(player`s group) is inside a helicopter, but I don`t know how to do this. I know for single unit I would do "UnitName in VehicleName", but how to do for a whole group? Share this post Link to post Share on other sites
Schatten 290 Posted August 22, 2018 @ziga.cernic4@hotmail.com, check each unit: _aliveUnits = (units (group player)) select {alive _x}; ({_x in vehicleName} count _aliveUnits) == (count _aliveUnits) 1 1 Share this post Link to post Share on other sites
ziga.cernic4@hotmail.com 1 Posted August 22, 2018 2 minutes ago, Schatten said: @ziga.cernic4@hotmail.com, check each unit: _aliveUnits = (units (group player)) select {alive _x}; ({_x in vehicleName} count _aliveUnits) == (count _aliveUnits) Thanks! Share this post Link to post Share on other sites
ziga.cernic4@hotmail.com 1 Posted August 22, 2018 I don`t want to open a new thread so I will post it here, but surely I found a bug with helicopter transport. I simply put a land waypoint and I copy that code, so the helicopter waits until my group is inside ahelicopter and then helicopter flies away. All working like a charm. However I want helicopter to arrive when player activates a trigger, so I place a trigger with blufor activation and I sync it with helicopter move waypoint that I place on the same place where helicopter is flying at the beginning, so when the player activates the trigger the helicopter should fly to the location, land and then fly away, but he does not land. He goes to land waypoint and just hower there. Is that a bug or am I missing something? How else can I do helicopter extraction if this is not working?? Share this post Link to post Share on other sites
Schatten 290 Posted August 22, 2018 @ziga.cernic4@hotmail.com, use visible or invisible helipad. Share this post Link to post Share on other sites
ziga.cernic4@hotmail.com 1 Posted August 22, 2018 4 minutes ago, Schatten said: @ziga.cernic4@hotmail.com, use visible or invisible helipad. I am. Still the same. It`s weird because it only happens if I use trigger to activate helicopter to move. It works fine if I dont use a trigger. But then I can`t do properly helicopter extraction so I need to figure this out -_- Share this post Link to post Share on other sites
Schatten 290 Posted August 23, 2018 @ziga.cernic4@hotmail.com, very strange... Do you use waypoint of "MOVE" type? If so, insert this code into "On act." field: (vehicle this) land "LAND"; Share this post Link to post Share on other sites
ziga.cernic4@hotmail.com 1 Posted August 23, 2018 8 hours ago, Schatten said: @ziga.cernic4@hotmail.com, very strange... Do you use waypoint of "MOVE" type? If so, insert this code into "On act." field: (vehicle this) land "LAND"; If I do this then it works yeah. I will use this now instead of LAND waypoint. Share this post Link to post Share on other sites
RedNeckTypeGamer 0 Posted January 31, 2020 On 8/22/2018 at 12:45 PM, Schatten said: @ziga.cernic4@hotmail.com, check each unit: _aliveUnits = (units (group player)) select {alive _x}; ({_x in vehicleName} count _aliveUnits) == (count _aliveUnits) where do i put this? in the trigger, vehicle, or waypoint? i need to do this for to helis and a ground vehicle Share this post Link to post Share on other sites