MitchDB 57 Posted January 26, 2019 Hi all, Creating a trigger to delete Opfor AI & Vehicles when they enter a trigger. I have this on the Trigger's on Activation: {if ((side (effectiveCommander _x) == east) && (!isPlayer effectiveCommander _x)) then {deleteVehicle _x}} forEach vehicles; {if ((side _x == east) && (!isPlayer _x)) then {deleteVehicle _x}} forEach allUnits; However, this deletes all Opfor on the entire scenario where I only want AI that enter this trigger to be deleted. Can anybody help? (laments terms please, quite new to this level of scenario creation.) Thanks! Share this post Link to post Share on other sites
froggyluv 2130 Posted January 26, 2019 thisList https://community.bistudio.com/wiki/Magic_Variables Share this post Link to post Share on other sites
MitchDB 57 Posted January 26, 2019 15 minutes ago, froggyluv said: thisList https://community.bistudio.com/wiki/Magic_Variables Thanks - where does this go - condition or on Activation? EDIT - Just tried this and it still does deletes every single one of the AI outside of the trigger. I'm using AliVe to populate the map and the blacklist does not work. Share this post Link to post Share on other sites
gc8 970 Posted January 26, 2019 51 minutes ago, MitchDB said: Creating a trigger to delete Opfor AI & Vehicles when they enter a trigger. Maybe something like this: { if(side _x == east && (!isPlayer _x)) then { deleteVehicle _x; }; } foreach thisList; in activation field 1 Share this post Link to post Share on other sites
Schatten 262 Posted January 26, 2019 1 hour ago, MitchDB said: Creating a trigger to delete Opfor AI & Vehicles when they enter a trigger. Change trigger activation by OPFOR and use this on act. code: { if (!(isPlayer _x)) then { _vehicle = vehicle _x; if ((_x != _vehicle) and {_x == (effectiveCommander _vehicle)}) then { {moveOut _x;} forEach (crew _vehicle); deleteVehicle _vehicle; }; deleteVehicle _x; }; } forEach thisList; Share this post Link to post Share on other sites