Jump to content
Sign in to follow this  
SkyDice

Triggers & Unit Dead

Recommended Posts

I know this is probably a really obvious question, but I can't find (and I have looked long and hard) any examples of creating a trigger that ends the mission on the death of a particular unit(s). I can find stuff that counts groups, and I know it uses !alive shilka1 (I think?), but I get a 'type bool, expected nothing' error when I try to set it up so I must be doing something wrong!

Mission is to eliminate two Shilka AA batteries (shilka1 & 2). I have the trigger set to activate on OPFOR, 'not present', type End#1. I want it to end the mission after shilka1 & shilka2 have been destroyed. At the mo I'm getting around it with a huge 'OPFOR not present' trigger but that seems messy and open to error, so if I can target the trigger to just the two AA vehicles I'll be much happier!

Can anyone help? I'm just starting out but am keen to learn! It's planned as a co-op mission if that makes any difference! :)

Edited by SkyDice

Share this post


Link to post
Share on other sites

You star, really appreciate the quick response! Thanks :)

---------- Post added at 05:53 PM ---------- Previous post was at 04:44 PM ----------

Sadly, still getting the 'type bool, expected nothing' error on this - do I need something in the condition line? I've used the 'buttons' (as it were) in the trigger box to activate on OPFOR, 'not present', type End#1, but I've not defined 'End#1' anywhere, so maybe that's it?

EDIT: got it, thanks!

Edited by SkyDice

Share this post


Link to post
Share on other sites

Seems silly to add another thread so if anyone does have another look at this (cheers for helping earlier guys!), does anyone know how to get the predator uav working with the portable terminal? I can add a UAV module, tried syncing it to the player but once again I'm missing something! Thanks in advance :)

Would also love to know how to edit or link town construction set modules - I've tried syncing, and grouping, but I can't combine multiple town modules into one big one.. I'm convinced I saw this in a dev video but maybe my memory's failing!

EDIT: UAV now works, had to sync the UAV, the module, the backpack and all players and it works fine for me. However, in a co-op mission, when another player picks up the backpack it remains there, they can activate the UAV view but cannot alter the height or speed, whereas if I pick it up it vanishes (because I have it), and I can alter height/speed as appropriate. I assume I need to do something to make it useable for other players but have no idea what. Any suggestions? :)

EDIT2: Realised I posted this in the wrong place initially, so apologies - will repost in the correct thread, feel free to close this if necessary!

Edited by SkyDice

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×