Raz0rx 0 Posted January 20, 2007 Yo, seeing as my other thread is somewhat dead. I thought i'd start a new one, with a new problem. I have a mission where i am inserted inside a Blackhawk, and my chopper lands, then after that, i wanted to have a waypoint directing my team to a small town, where i want them to clear the town, and when everyone is dead, the next waypoint gets triggered. I can figure out how to set it so you kill 1 guy and it triggers the next waypoint, but i can't figure out how to set it so you have to kill everyone in a certain area. Any help appreciated. Thanks. Share this post Link to post Share on other sites
Callsign 128 Posted January 20, 2007 put a trigger over the whole town enough that no NS will leave it, and set it to east and not present then sync it to the waypoint where u enter the town bootneckofficer Share this post Link to post Share on other sites
Raz0rx 0 Posted January 21, 2007 Ok, is it possible to tell me in steps, and a little more explanatory? I'm pretty new to the editor... Share this post Link to post Share on other sites
celery 8 Posted January 22, 2007 Put a trigger that covers the area that you want to clear. In the trigger options set the conditions to Side and Not present. Use the synchronise tool and draw a line between the trigger and waypoint where the massacre is to take place. Share this post Link to post Share on other sites
bardosy 158 Posted January 22, 2007 Be careful! This is a very simple way, but it will cause the "last loon" problem. The player will run up and down in the town for searching the last enemy, who stucked somewhere. Very annoying. Share this post Link to post Share on other sites
Falken 0 Posted January 23, 2007 How about you do this? Have all bigger threats such as emplaced guns, tanks, UAZs and such in the trigger instead of "opfor not present" Have "none" "present" as your trigger, and then in the condition field unarmed vehicles "not canmove vehiclename" Armed vehicles "(not canmove vehiclename or not canfire vehiclename)" Turrets: "not canfire turretname" So just say you had 3 T72s, named at1, at2, at3, 2 UAZs, named uaz1 and uaz2, and two turrets named tr1, tr2, the trigger would be (not canmove at1 or not canfire at1) and (not canmove at2 or not canfire at2) and (not canmove at2 or not canfire at2) and not canmove uaz1 and not canmove uaz2 and not canfire tr1 and not canfire tr2 Have the enemy soldiers retreat from the village with a simple move waypoint when these vehicles die too. Also set the enemy soldiers to "this allowfleeing 0" in their init fields. This stops them evacuating to a bush to go poo in their pants. Putting the enemy soldiers on more obvious waypoints down streets or just having them hanging around armor also helps. Share this post Link to post Share on other sites