Spriterfight 10 Posted October 2, 2020 So i have this in the trigger condition: ({alive _x} count units test1) == ({_x in thisList} count units test1) and this in the units's init test1 = group this; The problem is it wont detect if the units from test1 are in trigger area. Share this post Link to post Share on other sites
JohnKalo 657 Posted October 2, 2020 These could help: Share this post Link to post Share on other sites
Spriterfight 10 Posted October 2, 2020 Nope.Not working if the unit dies in the trigger area it activates the trigger but i dont know why Share this post Link to post Share on other sites
JohnKalo 657 Posted October 3, 2020 But if the unit dies in the trigger area it is already in the area so the trigger to fire is expected. Maybe I got confused. What are you trying to do exactly? If you could more details would help. Maybe a simple: NameOfUnit1 distance nameOfHelpingInvisibleHelipad < NumberOfMeters or NameOfUnit2 distance nameOfHelpingInvisibleHelipad < NumberOfMeters or ... could work so as not to stall your project. Edit: Or if you mean if he dies in the trigger a latter condition is fired although he is killed maybe this can help: ({_x in thisList && alive _x} count units test1) not tested so it could just show an error. 1 Share this post Link to post Share on other sites
wogz187 1086 Posted October 3, 2020 @Spriterfight, We did this yesterday... Share this post Link to post Share on other sites
Spriterfight 10 Posted October 3, 2020 2 minutes ago, wogz187 said: @Spriterfight, We did this yesterday... I know this is an older post Share this post Link to post Share on other sites
Harzach 2517 Posted October 3, 2020 You have no activation, so thisList is nil. 2 Share this post Link to post Share on other sites
Spriterfight 10 Posted October 3, 2020 Just now, Harzach said: You have no activation, so thisList is nil. Do i need something in the activation? Share this post Link to post Share on other sites
Harzach 2517 Posted October 3, 2020 1 minute ago, Spriterfight said: Do i need something in the activation? Do you want thisList to exist? 1 Share this post Link to post Share on other sites
Harzach 2517 Posted October 3, 2020 If for some reason you don't want to use an activation, change your condition to: ({alive _x} count units test1) == ({_x inArea thisTrigger} count units test1) 1 1 Share this post Link to post Share on other sites
Spriterfight 10 Posted October 3, 2020 6 minutes ago, Harzach said: Do you want thisList to exist? Yes ,but i dont understand why in another mission it works with activation set to none Share this post Link to post Share on other sites
Harzach 2517 Posted October 3, 2020 5 minutes ago, Spriterfight said: Yes ,but i dont understand why in another mission it works with activation set to none It literally defies reality, which suggests that what is happening is not what you think. Share the mission, or a vanilla repro. 2 Share this post Link to post Share on other sites
Spriterfight 10 Posted October 3, 2020 15 minutes ago, Harzach said: It literally defies reality, which suggests that what is happening is not what you think. Share the mission, or a vanilla repro. I will as soon a possible.It is a mp scenario I have 3 unit, the respawn point is in the trigger area.The trigger activates when all of them are in the trigger area .The trigger is set to none but it works unlike in other scenarios. Share this post Link to post Share on other sites
wogz187 1086 Posted October 3, 2020 38 minutes ago, Harzach said: If for some reason you don't want to use an activation, change your condition to: ({alive _x} count units test1) == ({_x inArea thisTrigger} count units test1) Put that bad boy in bold! Thanks, @Harzach Share this post Link to post Share on other sites
Spriterfight 10 Posted October 3, 2020 3 minutes ago, wogz187 said: Put that bad boy in bold! Thanks, @Harzach Okay. I will try it. Share this post Link to post Share on other sites
Spriterfight 10 Posted October 3, 2020 10 minutes ago, Spriterfight said: Okay. I will try it. 53 minutes ago, Harzach said: If for some reason you don't want to use an activation, change your condition to: ({alive _x} count units test1) == ({_x inArea thisTrigger} count units test1) it seems to be working.I will post a repo of that mission Share this post Link to post Share on other sites
Spriterfight 10 Posted October 3, 2020 55 minutes ago, Harzach said: It literally defies reality, which suggests that what is happening is not what you think. Share the mission, or a vanilla repro. here is the repo.Why the trigger activates if all of the units dies outside the trigger area? it should activate only if the group members are in the trigger area dosent it? https://drive.google.com/file/d/1BnwduVcfxaYyHI7InG_FT5xrhCwNlhg_/view?usp=sharing i used this in debug console for test. {_x setdamage 1; } forEach units t1; Share this post Link to post Share on other sites
Harzach 2517 Posted October 3, 2020 1 hour ago, Spriterfight said: https://drive.google.com/file/d/1BnwduVcfxaYyHI7InG_FT5xrhCwNlhg_/view?usp=sharing Access is locked. Share this post Link to post Share on other sites
Spriterfight 10 Posted October 3, 2020 2 minutes ago, Harzach said: Access is locked. okay i solved it Share this post Link to post Share on other sites
Harzach 2517 Posted October 3, 2020 In your repro mission, the trigger does not fire, as thisList is nil. 4 hours ago, Spriterfight said: Why the trigger activates if all of the units dies outside the trigger area? Nil = Nil. 1 1 Share this post Link to post Share on other sites
thy_ 164 Posted August 12, 2022 On 10/3/2020 at 1:19 PM, Harzach said: If for some reason you don't want to use an activation, change your condition to: ({alive _x} count units test1) == ({_x inArea thisTrigger} count units test1) Worked as gold. Thanks. Share this post Link to post Share on other sites
Larrow 2822 Posted August 14, 2022 On 10/3/2020 at 6:23 PM, Spriterfight said: Why the trigger activates if all of the units dies outside the trigger area? alive units = 0 number units in trigger area = 0 0 == 0 so trigger activates Condition: _units = units test1; _alive = { alive _x }count _units; _alive > 0 && { _alive == { _x inArea thisTrigger }count _units } Only if there are units alive && num alive == num in trigger Share this post Link to post Share on other sites