Falken 0 Posted December 11, 2006 Hi guys, I have a problem. I'm making a co-op mission where a helo team and an assault team take off from an airport and go kill them some communist pigs, etc etc. I want the final objective to be the safe return to the base of either all the remaining players (or just one if not possible). I'm a little lost how I can make the trigger that emcompasses my airbase to not be activatable (bluefor present) until the opfor not present trigger at the town is activated. Basically what happens is the second I start the mission it says "well done!" I tried using the condition thing,but that hates me. Thanks! Share this post Link to post Share on other sites
whisper 0 Posted December 11, 2006 In the "OPFOR not present "script, in the "on activation" field (assuming ArmA has the same fields than OFP), put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">No_OPFOR=true;publicVariable "No_OPFOR" and in the "condition" field of your "BLUEFOR present" trigger, put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this && No_OPFOR Share this post Link to post Share on other sites
hund 0 Posted December 11, 2006 It may not be a very elegant solution, but I use game logics for stufff like that. The way I'd do your mission is to make the opfor not present trigger and add: on activation: gamelogic1 setdammage 1 Now place a gamelogic name gamelogic1 anywhere on the map. Finally, on the return to base trigger (activated by whole squad present) add: Condition: not alive gamelogic1 This way, the return to base trigger wont be activated until you've killed gamelogic1, which can only be done by clearing the designated area of all enemies. Share this post Link to post Share on other sites
Falken 0 Posted December 12, 2006 That's great, thanks. Now I need to ask.. what will happen if say one of the players hits the T72 but doesn't blow it up? Will it be considered neutral and the tank crew (who will die shortly afterwards) be counted? Share this post Link to post Share on other sites
whisper 0 Posted December 12, 2006 Empty tank should not be EAST anymore, I think, so if the disembarked crew die, there should be no more EAST in the trigger area. Share this post Link to post Share on other sites
Falken 0 Posted December 12, 2006 Finally, on the return to base trigger (activated by whole squad present) add:Condition: not alive gamelogic1 Thanks for this. I need to ask though... how can I make it that the trigger will only activate when all players have returned to base? I mean what happens if say a player disconnects mid game? Share this post Link to post Share on other sites
Falken 0 Posted December 13, 2006 I have changed the trigger activatable by whole group, but once I kill the last enemy in town it still bumps me back to the mission complete screen. Do I need to put the trigger to "repeatedly" ? Share this post Link to post Share on other sites
Benny212 0 Posted December 14, 2006 i would do it this way Create a trigger in the area and set it to OPFOR not present on activation: t1 = true Create a trigger in the area where you want to go back to and group it to the group leader, then set it to whole group on activation: t2 = true then create a third trigger set the condition to: t1 && t2 then set it up for the ending. with this method the final trigger wont activate untill all remaining members get within the area ( but still works if you have lost a few members of the group) Hope this helps Share this post Link to post Share on other sites