NoFunAllowedBruv 0 Posted September 7, 2018 hey, i have been trying to make this work for hours now but cant seem to fix it. I want to trigger an end script when all players are dead but the script isnt executing. Share this post Link to post Share on other sites
Crielaard 435 Posted September 7, 2018 looks like your tigger isnt checking for player death at all. 1 Share this post Link to post Share on other sites
pierremgi 4871 Posted September 7, 2018 condition: {alive _x} count allPlayers == 0 && count allPlayers > 0 on activation: give your init_end.sqf . Your code can't work anyway because <this> refer to the trigger, not the players. Share this post Link to post Share on other sites
NoFunAllowedBruv 0 Posted September 7, 2018 here is my endscript https://pastebin.com/YNKVKL7f Share this post Link to post Share on other sites
pierremgi 4871 Posted September 7, 2018 on act: 0 = [] execVM "sqf\init_end.sqf"; should work. I forgot to mention there is no need to preset "any player" "not present" with my custom condition. Let it "none" "none". Share this post Link to post Share on other sites
NoFunAllowedBruv 0 Posted September 7, 2018 3 minutes ago, pierremgi said: on act: 0 = [] execVM "sqf\init_end.sqf"; should work. I forgot to mention there is no need to preset "any player" "not present" with my custom condition. Let it "none" "none". it worked thank you very much! One more question tho when I want the same thing but when all the AI in the area are dead what would i put in to the condition? sorry pretty new to this :D Share this post Link to post Share on other sites
pierremgi 4871 Posted September 7, 2018 You need another trigger (for another aim like win end I guess). I presume all AIs are enemies. This trigger must be none none (Usually I skip preset conditions but there are several possibilities) condition: {alive _x && !isPlayer _x && _x inArea thisTrigger} count allUnits == 0 on act: execVM the same code , but ending by: "EveryoneWon" call BIS_fnc_endMissionServer; Share this post Link to post Share on other sites
NoFunAllowedBruv 0 Posted September 7, 2018 3 minutes ago, pierremgi said: You need another trigger (for another aim like win end I guess). I presume all AIs are enemies. This trigger must be none none (Usually I skip preset conditions but there are several possibilities) condition: {alive _x && !isPlayer _x && _x inArea thisTrigger} count allUnits == 0 on act: execVM the same code , but ending by: "EveryoneWon" call BIS_fnc_endMissionServer; yeah already have a differen sqf for win and thank you again that worked aswell. Share this post Link to post Share on other sites