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Found 5 results

  1. Dear community. I've looked in videos and post up and down, now I have to ask advice as I cannot get this to work. I have an airfield with 6 helicopters with pilots named (variable name) pilot1 to pilot1_5 (by copying the first they are assigned the _1 etc). I initially started with a placing the chopper and naming the pilot. Placed a move waypoint, then the flightpath with move wp. finally a transport unload wp. on an invisible helipad. each pilot had their init named pilot1_1 disableAI "MOVE" ; (corresponding pilot name) trigger was named as such, with activation as "any player" in the area of the trigger. Hint "Active" ; pilot1 enableAI "MOVE" ; Hint "Active" ; pilot1_1 enableAI "MOVE" ; Hint "Active" ; pilot1_2 enableAI "MOVE" ; Hint "Active" ; pilot1_3 enableAI "MOVE" ; Hint "Active" ; pilot1_4 enableAI "MOVE" ; Hint "Active" ; pilot1_5 enableAI "MOVE" ; However they don't even fire engines, no nada zip zero. I then tried with the alive effect. Removed all names and init. placed a survivor and named him s1 (variable name) placed a trigger with !alive se and set waypont activation to 1st wp under heli with a string of other wp's until unload. Regardless of procedure above, triggers don't fire or pilots do not get the command somehow. Anyone can see the missing dot or what I'm doing wrong? Rags
  2. hi, i'm trying to create a trigger that addAction something when all ennemies units are dead into the trigger area but when i'm trying !alive opfor or !alive side opfor, it doesn't work. Any help please ?
  3. Gents, I am trying to have this addaction only available to my player when the object "lootbox1" is not alive. in init.sqf: player addAction ["Spawn Lootbox","lootboxspawn.sqf",[],0,false,false,"","!alive lootbox1"]; This addaction will spawn a lootbox with Variable Name "lootbox1". I want this addaction to disappear if "lootbox1" is created and "alive". but when i destroy it, the addaction should become available again. The addaction works as long as i do not use the condition "!alive lootbox1". Hence I am assuming the code for this condition is wrong. appreciate any help;) cheers
  4. So, i'm making a mission in which i used the Unit Capture and Unit Play functions so a pair of helicopters could land on a clearing in a dense forest, but i want it so that when they get off the chopper they head to an officer and the briefing starts, but i'm trying to setup a trigger that detects alive players but if i set it up to detect all 10 slots, then if mission is not full it wont start, so i want to know if you guys could help me, i remember it was something like: if !alive UnitName or _____ Any ideas? Thanks a lot! :)
  5. Hello everyone. I'm having some issues with an objective I'm making. I am using the objective modules. I have set it up so you are going to kill a man. If you kill anybody else than this man, the objective fails. If the objective have failed, you can still kill the VIP and change the state of the objective from "Failed" to "Succeeded". This should not be possible! How can I fix it?
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