_qor 11 Posted March 23, 2012 (edited) I have got several ammo crates which have to be destroyed. If this happens, mission should end. I set a trigger with the condition: {alive ammocrate} count units=0 but it doesnt work (yes, I set Type to "end"). So what do I have to add to condition and by which command do I attach the other ammo crates? Is there a "notalive" command? Currently I preview the mission and instantly debriefing pops up, even though I am out of the trigger's range. Why? Edited March 23, 2012 by _qoR Share this post Link to post Share on other sites
ProfTournesol 956 Posted March 23, 2012 I assume EVERY ammocrate has to be destroyed. If your ammocrates are named "ammocrate1", "ammocrate2" etc, write this : {alive _x} count [ammocrate1,ammocrate2,ammocrate3] == 0 Share this post Link to post Share on other sites
noricum 10 Posted March 24, 2012 Is there a "notalive" command? !alive name of obj Share this post Link to post Share on other sites
_qor 11 Posted March 25, 2012 (edited) ah thats great! thanks a lot ;) but what about the double equal-sign? why just not only one? trying to understand those commands... attendant question: is it possible to let the AI destroy those ammocrates? Using the waypoint "destroy" seems not to work. They stop at the last "move" waypoint and dont go on. Besides, when I use an IED which blows up the whole building the crates are stored in, the crates are still not destroyed. May it be that only shooting harms ammocrates? Edited March 25, 2012 by _qoR Share this post Link to post Share on other sites
ProfTournesol 956 Posted March 25, 2012 == means equal to, like = in real life. myvariable == blue checks if myvariable is equal to "blue". = is used when affecting a value to a variable, like in myvariable = blue gives the value "blue" to myvariable. About ammo crates, they must be considered as enemy and valuable targets to be attacked by AI. Share this post Link to post Share on other sites
buliwyf 4 Posted March 25, 2012 but what about the double equal-sign? why just not only one? trying to understand those commands... Little help for you... read the 2 editing/scripting links in my signature... ;) Share this post Link to post Share on other sites
_qor 11 Posted March 25, 2012 ah great, hope the editing guide doesnt confuse me even more ;) Share this post Link to post Share on other sites
buliwyf 4 Posted March 25, 2012 It was written for ArmA, but the most is working in ArmA2 too... Share this post Link to post Share on other sites
N01D 0 Posted July 18, 2016 I assume EVERY ammocrate has to be destroyed. If your ammocrates are named "ammocrate1", "ammocrate2" etc, write this : {alive _x} count [ammocrate1,ammocrate2,ammocrate3] == 0 How would I go about making it so that if 2 out of 3 crates were destroyed the trigger is activated? Share this post Link to post Share on other sites
Mirek 166 Posted July 18, 2016 I would try {alive _x} count [ammocrate1,ammocrate2,ammocrate3] <2 Its a wild gues but i bett it will work. Share this post Link to post Share on other sites