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Found 2 results

  1. Hello for years I've been using this code in my init.sqf to check for ingame conditions. if (isServer) then { // Task 1 PATROL [] spawn { waitUntil {((west countSide (list trg1)) > 0)}; nul = ["task1", "Succeeded"] execVM "\glt_core\scripts\tasks\task.sqf"; obj1 = true; publicVariable "obj1"; "patrol1" setMarkerColor "ColorRed"; "patrol1" setMarkerType "mil_objective"; "patrol1" setMarkerText localize "STR_GLT_Task_Goal_Secure_Area"; }; }; Since the last big game update it resulting into this error however: 17:59:27 Error in expression <aitUntil {((west countSide (list trg1)) > 0)}; nul = ["task1", "Succeeded"] exec> 17:59:27 Error position: <> 0)}; nul = ["task1", "Succeeded"] exec> 17:59:27 Error Type Bool, expected Bool I checked the condition ingame using the debugging console: a = west countSide list trg1; Results: a = 0 obj1 = true So apparently the condition is skipped because of the error and the code is executed before it should be. Can anyone confirm if this is an intended behaviour now or a game bug? What can I do to prevent this error? This is a very big issue for me as I'm using this code in more than 80 missions. Thanks to anyone in advance.
  2. I want to make a mission where task is to clear some trigger area. I have always used default trigger options but after some time I noticed, that using | Activation: OPFOR | Condition: Not present | is a very dangerous thing because AI usually hides somewhere inside rocks or other places and player just can't complete the task. I am trying to use custom condition inside the trigger but no success. Here is my final try: if (opfor countSide thisList < 3) then {t1_1_1 = true;} else exitWith {}; I have to admit that I'm new in Arma 3 scripting.
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