Gawdzilla 0 Posted May 22, 2021 I'm making a mission where there are 6 missions to do but I only want players to do 3 missions maximum The way I intend to do it is like so:- Every mission has an object "attached" to them - Once the players complete a mission, the attached object gets moved in the trigger - The trigger counts how many objects there are in itself and if the amount is equal to 3.. It gets activated How do I count how many objects are in the trigger and (optionally) how do I detect that a mission has been completed and activates a separate trigger? Thanks a lot ❤️Edit 1: I found and edited a code, it works but only with units instead of objects but it's better than nothing: (count (thislist select {alive _x })) isequalto 3 Share this post Link to post Share on other sites
Gawdzilla 0 Posted May 22, 2021 I found this on another post, It counts how many vehicles are in a trigger area. I'm making some modifications and testing it rn: (count (thislist select {alive _x && (_x isKindOf "Tank" || _x isKindOf "Car")})) isequalto 0 Share this post Link to post Share on other sites
pierremgi 4740 Posted May 23, 2021 Once a player complete a mission, you set the mission task as succeeded, and a counter +1 on server. No need to trigger / add object or else. in initServer.sqf missionCount = 0; (or what you want) publicVariable "missionCount"; // as common reference for each player When a mission is successful or failed (I don't know your task state but I'm rather sure there is a trigger for each case success/loose), you just have to add: if the trigger is server server only: missioncount = missionCount +1; publicVariable "missionCount"; if the trigger fires for each players+server: if (isServer) then { missionCount = missionCount +1; publicVariable "missionCount"; }; The principle is that server stays the common reference for the count. Generally, this is also the place for generating the tasks/missions. So, if you know what you do, you can keep all that on server (and public variable is useless). That depends on the way you propagate the tasks states. Share this post Link to post Share on other sites