Rexxenexx 0 Posted July 8, 2007 I have three hostages grouped to hostagegrp. The mission is to escort them to a field to be evac'd. When the chopper is above us the "({not alive _x} count units hostagegrp) == count units hostagegrp" trigger goes off and ends the mission. My guess is they lose their grouping when they are triggered to getIn the chopper? Share this post Link to post Share on other sites
ArmaVidz 0 Posted July 8, 2007 Sounds plausible that they are losing their grouping when they hit the "getIN" WP. Perhaps try "MoveInCargo" in a move WP. From what I remember the MoveInCargo command doesn't "assign" the group to the chopper (removing from hostagegrp) which could fit nicely with what you want to do. Share this post Link to post Share on other sites
Trapper 0 Posted July 8, 2007 I don't know about the chopper boarding, but your trigger condition is bad from the start. count units hostagegrp always returns the alive members only. Dead units are deleted from their group. Your trigger seems to work perfect because of the slight delay before someone in the group notices "X is down!". After that alive _x and [/i]count units[/i] becomes equal again. So your condition has to be "({not alive _x} count units hostagegrp) == 9" or whatever to be failure proof. If your hostage count could vary, then work with a global variable: "({not alive _x} count units hostagegrp) == actualcount" Share this post Link to post Share on other sites
Rexxenexx 0 Posted July 9, 2007 I set it to 3 (# of hosties) and it works. Thx Trapper. Thats weird because I've used that code for all my missions to end when all of our team dies. Never had a problem in that use MP or SP. I might have to make a variable that counts at the init of the mission so it will work 100% of the time, just in case. Thx guys for your help! Share this post Link to post Share on other sites
Rexxenexx 0 Posted July 19, 2007 Hmm When I kill all the hosties (3) it doesn't trigger. Something ain't right. EDIT: They lose their grouping after the first Move waypoint. I'm making a vid to upload to youTube. EDIT2: Uploaded= http://www.youtube.com/watch?v=3uOl-VWK9IE Should I just do the old million square mile trigger group to the hostage leader deal? This hostage count crap just doesn't want to work. Share this post Link to post Share on other sites
Big Dawg KS 5 Posted July 20, 2007 Use this condition instead: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{alive _X} count units hostagegrp <= 0 Share this post Link to post Share on other sites
Rexxenexx 0 Posted July 20, 2007 Use this condition instead:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{alive _X} count units hostagegrp <= 0 That triggers when they board the AH6. Like described in my first post. This is crap. A group should hold (and count) their unique names no matter if they "board/join" whatever in the game. It shouldn't == 0 for whatever reason unless dead. I can't believe it, this is the seventh mission on hold because of a stupid bug. <--- someone shoot this guy!! Share this post Link to post Share on other sites
Big Dawg KS 5 Posted July 20, 2007 Use this condition instead:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{alive _X} count units hostagegrp <= 0 That triggers when they board the AH6. Like described in my first post. This is crap. A group should hold (and count) their unique names no matter if they "board/join" whatever in the game. It shouldn't == 0 for whatever reason unless dead. I can't believe it, this is the seventh mission on hold because of a stupid bug. Â <--- someone shoot this guy!! They do, there's no way that boarding a vehicle changes their group, not unless your using some crazy stupid script to make them board that for some reason changes their group, because by default in ArmA (unscripted), a unit's group does not change when it enters a vehicle. Now the group that vehicle belongs to can be different, but it doesn't effect the units of a specifically named group. You're not using any scripted methods for getting them to board are you? Also you might have another trigger that changes their group or something. Either way there has to be some other script or trigger interfering because I guarantee you no such nonsense as units' groups being changed when entering a vehicle exists. If you send me the mission I could get to the bottom of this, all up to whether or not you want to send it to me. Share this post Link to post Share on other sites
Rexxenexx 0 Posted July 20, 2007 Eh crap! I had a "Join" right under the "Move". It works now. Kyle you mind checking it out and giving me any tips for improving it script wise? The mission is like 1/3 done. Share this post Link to post Share on other sites
Rexxenexx 0 Posted July 21, 2007 I think its done. I'll send it to your hotmail. EDIT: k sent. It's short and easy once you know where things are. I'll make it a bit longer once I know all is OK. Right now I don't really trust the hosties to get to the chopper. Sometimes the non-leaders run into something and just go back and forth like idiots, but the mission continues if they "hang" for too long so I guess its ok. I made more move waypoints to try and prevent that and so far it seems to work. There's got to be a million ways to do things but any script improvements or performance improvements would be greatly appreciated. EDIT2: I'm serving it now to see if its actually playable. Already I see that the intro trigger doesn't work. :P EDIT3: MP doesn't like player present triggers so I made the intro trig. into a BLUFOR present trig. I should put an IF statement when the hosties board the chopper just incase someone rambos and destroys the fuel supply while they are evac'ing. IF fuelsupply <= 0 then "hosties are gettin' in clear Everon of enmy" else "hosties are gettin' in go back and destry fuel supply". Know what I mean? What else? I beat it 3 times by myself already so it does play ok. No major bugs so far. I think I'll add the spectator script wait if you have any more input then release it finally. Its simple and straightforward so it should be a good first release. Share this post Link to post Share on other sites