Yes I tried
instead ofCode:{_x in thisList} count units alpha > 0 and {_x in thisList} count units bravo > 0 and !alive cache;
That worked, now I can only complete the task if the condition to complete the previous task (which is destroy the cache - an ammo boxed named "cache") has been met.Code:{_x in thisList} count units alpha > 0 and {_x in thisList} count units bravo > 0 && destroy;
I wonder why I can't get it working with && destroy though? Have you actually tried doing that yourself and know it should work? For some tasks it would be a lot easier to just say the condition && TaskName instead of saying condition and condition of other task.
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