Toumaxx 0 Posted February 21, 2002 I'm building a mission here ... The plot: Your unit is sent to scout for a tank platoon (consisting of 16 armoured units, all empty, not grouped). Upon detection of every single unit, the mission shall end. As to my problem: Is it possible to check for multiple units inside a single trigger (for the trigger's activation)? If so, how do you do it? I've only been able to connect the trigger to a single unit. Share this post Link to post Share on other sites
RED 0 Posted February 21, 2002 Well it is possible to do what you want but it will take 17 triggers. 1. First you will need a init.sqs file in the mission directory, and add this into it : detect = 0 2. After that make a trigger grouped with the empty unit and set it up how you want it to activate, then in the onactivation feild put : detect = detect + 1 Now do this for all the units you want to be detected (making new triggers with the same set up as the first, ie detected by east). 3. Have a trigger (size 0,0)with : detect == 16 (or how many units you are wanting to check) in its condition feild. And to make that trigger end the mission make the trigger type #end1 Hope that helped you. RED Share this post Link to post Share on other sites
Toumaxx 0 Posted February 22, 2002 Indeed, this has helped me. I'm not that big into maths, so I've probably never would have figured this out myself the way you described it  . But I'm learning as I go. Thanks, man !!! Share this post Link to post Share on other sites
Chris Death 0 Posted February 22, 2002 There are more ways to do that (without counting variables or using init.sqs). Create a gamelogic - name it how you want - give it a waypoint (type: AND) - syncronize the waypoint with all detect-triggers. Now the gamelogic is waiting at the waypoint, until all triggers have been activated. Now there are more ways to continue: 1) use the onactivation field of the waypoint to set a variable to true, and let the end-trigger wait for that variable 2) create a 2nd waypoint for the gamelogic, which leads into the end-trigger area - group the gamelogic with the trigger and select: activated by gamelogic. Also i noticed, it's only your unit, which needs to detect the other 16 units. Why aren't you using the knowsabout command in only one trigger? I don't know exactly how the syntax is, but i suppose it should be: ?(you_soldier knowsAbout enemy_soldier == x) where x is a value from 1 to 4 this depends on how much the unit knows about the other one (only hear footsteps, or really detected type,rank etc..) You could use 16 of them in only one trigger like: ?(your_s knowsAbout enemy1 == 4) and (your_s knowsAbout enemy2 == 4) and ........ You could save many triggers with that, and you could even choose, how detailed the detection should be. As i already said, i'm not sure if the syntax is correct, but you could still look into the official comref for that. Also just to inform you, the gamelogic's waypoint has another type (OR), which you could use is you only want one of some triggers be required. Share this post Link to post Share on other sites
Toumaxx 0 Posted February 22, 2002 Whoa ... I'm sure with all that information I'll get it to work, one way or another. Thank you, guys !! Share this post Link to post Share on other sites
ConanOfOz 0 Posted February 24, 2002 I'll apologise in advance to my esteemed colleagues, but I think they are WAY over complicating what you have too do here. I am certain you can do this with one trigger and one simple script. I have just moved from Australia to the USA, and I've only today gotten back online. Within about 24 hours I will get back to you with a Trigger description and script. I'm really sure about this, so be patient with me... Share this post Link to post Share on other sites
Toumaxx 0 Posted February 27, 2002 Looking forward to it, Conan Share this post Link to post Share on other sites