Ending mission when all units in agony (psycho revive) - Printable Version +- Comrades in Arms Discussion Board (http://forum.ciahome.net) +-- Forum: Comrades in Arms Life (http://forum.ciahome.net/forumdisplay.php?fid=3) +--- Forum: Mission Making (http://forum.ciahome.net/forumdisplay.php?fid=8) +--- Thread: Ending mission when all units in agony (psycho revive) (/showthread.php?tid=2746) |
Ending mission when all units in agony (psycho revive) - Outlawz7 - 09-12-2014 So the command to get if a unit needs reviving/is incapacitated in Psycho's revive is: unit getVariable ["TCB_AIS_agony", true] However I'd like to check that variable for every unit in a group (and use that to end the mission), otherwise I have to name all the units. Anyone know how? Re: Ending mission when all units in agony (psycho revive) - alias - 09-12-2014 wouldn't be easier to check players instead of group? Re: Ending mission when all units in agony (psycho revive) - Alwarren - 09-12-2014 I'd go for playableUnits, but how is agony state actually counted? If the variable returns true IF in agony state, I wouldn't use it as a default value but rather return false, and go for ({!(_x getVariable ["TCB_AIS_agnoy", false]) } count playableUNits) == 0 This would count all units that do not have agony set to true, and trigger if there is no unit left without agony. Re: Ending mission when all units in agony (psycho revive) - Outlawz7 - 09-12-2014 Cheers, that works (minus the typo )! edit: would it conflict if I have two triggers in the mission, one for SP and one for MP? SP Quote:!isMultiplayer AND ({!(_x getVariable ["TCB_AIS_agony", false]) } count switchableUnits) == 0MP Quote:isMultiplayer AND ({!(_x getVariable ["TCB_AIS_agony", false]) } count playableUnits) == 0 Re: Ending mission when all units in agony (psycho revive) - Alwarren - 09-12-2014 To be honest, I dunno how switchableUnits behaves in MP and vice versa. I would assign it as a variable in the init.sqf, I have FHQ_allPlayers = switch (isMultiplayer) do {   case true: {playableUnits;};   default {switchableUnits}; }; (from memory. might have typos ) and use the FHQ_allPlayers in the trigger. Re: Ending mission when all units in agony (psycho revive) - Outlawz7 - 09-13-2014 BIKI says https://community.bistudio.com/wiki/switchableUnits Quote:On dedicated server this command returns empty array. https://community.bistudio.com/wiki/playableUnits Quote:In single-player missions, this command will return an empty array. Re: Ending mission when all units in agony (psycho revive) - Alwarren - 09-13-2014 In that case the thing will probably always trigger one or the other, since the count will be zero if there is zero members in the array. Re: Ending mission when all units in agony (psycho revive) - Outlawz7 - 09-13-2014 Uh, there's "isMultiplayer AND" in front. I ran a dedi game and tested these triggers, I added a 'player sidechat "check";" to the MP trigger and thats the one that triggered in the dedi game. Re: Ending mission when all units in agony (psycho revive) - Alwarren - 09-13-2014 (09-13-2014, 12:25 PM)Outlawz7 link Wrote:Uh, there's "isMultiplayer AND" in front. I ran a dedi game and tested these triggers, I added a 'player sidechat "check";" to the MP trigger and thats the one that triggered in the dedi game. You are right... not enough sleep today Re: Ending mission when all units in agony (psycho revive) - JGaz-UK - 11-17-2014 There is a simple way to do it. each playable unit must have a squad name yoursquadnam=group this in their init & a trigger that ends the mission when every player is down. Hospital visit has it all in. unpbo it & have a look. Trigger script is CONDITION{alive _x} count playableUnits == {captive _x} count playableUnits; ON ACT "end1" call BIS_fnc_endMission; _failedtask = [1]   or how ever many tasks there are. |