06-15-2013, 11:22 PM
A good method is to instead of a trigger use a game logic with waypoints. If you add waypoints to a game logic, you will see there are AND and OR waypoints. AND waypoints finish when ALL synchronized triggers have fired, while OR waypoints finish when any synchronized trigger has fired.
The advantage of this method is that it is always server-side, since game logic only exists locally on a server. That also means that the relevant information/conditions of the triggers are only relevant on the server.
So, as an example, suppose you have a mission with target1 and target2 which both need to be taken out. You place a game logic, and create a waypoint for it. Make two triggers with conditions "!alive target1" and "!alive target2", and sync them to the waypoint. In the OnActifaction field of the waypoint, put the scripts you want to execute.
This method will always be consistent.
The advantage of this method is that it is always server-side, since game logic only exists locally on a server. That also means that the relevant information/conditions of the triggers are only relevant on the server.
So, as an example, suppose you have a mission with target1 and target2 which both need to be taken out. You place a game logic, and create a waypoint for it. Make two triggers with conditions "!alive target1" and "!alive target2", and sync them to the waypoint. In the OnActifaction field of the waypoint, put the scripts you want to execute.
This method will always be consistent.
I don't need luck, I have ammo.