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SleepyGuardian

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Everything posted by SleepyGuardian

  1. SleepyGuardian

    Counting units in multiple groups

    Aaahhh, that's a lot easier. I had tried something similar but it wasn't formatted correctly. Thanks for the help! I'll be using what you put
  2. Hey everyone, I've gone and created a pretty ambitious first mission with multiple paths depending on how effectively the player can assist ground forces. I've completed the mission but I want to refine one of my scripts. I've tried to educate myself as much as possible but I can't seem to find a tutorial/forum post for my specific problem. One of the objectives for the player to complete involves destroying reinforcements dropped off via helicopter. I had scripted the objective to be completed by killing the infantry and destroying their supporting gunship. However, I scripted it using specific names for each individual troop, ie !alive Heli_Troop1a && !alive Heli_Troop1b && !alive Heli_Troop2a etc etc. It was a brute force method to sort of get the effect I wanted and required specific units to be killed. I am looking for a way for each squad member to be counted, totaled, and compared against a desired value. I'm using 7 as that value as that is about 1/3 of all the troops. The script I have tried using in the trigger is: ({alive _x} count units Heli_Troops1 + Heli_Troops2 + Heli_Troops3) < 7 && !alive Heli_2 && triggerActivated Trig_Heli_Troops; The editor accepts the code but upon starting the mission I get an error message about a generic error in expression. I'm not sure what I'm doing wrong, but then again I barely know any real scripting beyond simple commands I can look up. I have also tried multiple different ways of writing the count units section of code including using && instead of + and separating each group name with (). None have worked. If anyone could help me out I'd greatly appreciate it. Edit: Disregard solved it! (({alive _x} count units Heli_Troops1) + ({alive _x} count units Heli_Troops2) + ({alive _x} count units Heli_Troops3)) < 7 && !alive Heli_2 && triggerActivated Trig_Heli_Troops; Still kind of a roundabout way I feel, but it works. Maybe this can help someone else.
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