FunkD00BiesT 10 Posted May 20, 2009 (edited) Hi gent's, I'm kinda stuck with a trigger for the AI units in the player slots. Player trigger details: class Sensors { items=1; class Item0 { position[]={9849.961914,98.719215,10512.541016}; a=0.000000; b=0.000000; repeating=1; age="UNKNOWN"; expCond="(alive player) and (local player) and not(isNull player);"; expActiv="player exec ""respawned.sqf"";"; class Effects { }; }; }; The script works for player but I just can't get a trigger to send a AI unit to the script. Always sends a Bool I've since just removed the AI Trigger completely, since I can't get it to work. What I need is that some gives me a trigger condition and onActivation sample to get the AI unit sent to the script as a object. This is the script that is executed: ***Start*** _pos = getpos _this; _AllVec = [Array of Jet's removed this line for the post]; _Grp = group _this; deleteWaypoint [_grp, 1]; deleteWaypoint [_grp, 2]; _max = count _AllVec; _Plane = createVehicle [(_AllVec select round random (_max - 1)), _pos, [], 0, "NONE"]; _Plane addEventHandler ["killed", {handle = [_this select 0] execVM "bury.sqf"}]; <- Thanks to Kiljoy's Evolution mission. _Plane setpos [getpos _Plane select 0, getpos _Plane select 1, 1000]; _this moveInDriver _Plane; _plane setdir random 360; _Plane setVelocity [0,0,200]; <- random direction was a prob with X and y velocity so now I just chuck the plane up :) _Plane engineOn true; _wp = _grp addwaypoint [getmarkerpos "AttackZone", 0]; _wp1 = _grp addwaypoint [getmarkerpos "aTTackZone", 0]; [_grp, 1] setwaypointtype "SAD"; [_grp, 2] setwaypointtype "CYCLE"; _grp setCurrentWaypoint [_grp, 1]; ***End*** If there is any thing i'm doing wrong with this script please let me know since I have a very limited testing arena. Edit: added the "and not(isNull player)" the the condition for player since some times they would spawn with out a jet. Edited May 20, 2009 by FunkD00BiesT Share this post Link to post Share on other sites