Thanks for still keeping the idea alive Sui
Ya, the west present is on , set to repeatedly
Pretty sure I typed it right, but ill try it again without the 'this &&'.
Honestly I dont know how u can copy something and then paste it right into a feild in mission editor (tried and dont know what command is used)
I have come up with a way to do this that hopefully wont lag if nothing else works, but I do 2 questions if u dont mind
Heres my untested setup for this, first is the trigger, all Proximity Triggers here are around Town0
West Presesnt, Repeatedly
Condit: This
Activation: [thislist, Town0] exec "PlayerInTownArea.sqs"
Script: PlayerInTownArea.sqs
;Script usage: [Unit,Town] Exec "PlayerInTownArea.sqs"
_westplayer = _this Select 0
_town = _this Select 1
? (_westplayer == WestAlphaLeader):_town == WALT
? (_westplayer == WestBravoLeader):_town == WBLT
Exit
Now the 2nd trigger this may activate (depending on town, player)
WBLT Trigger:
No activation requirements, Repeatedly
Cond: WBLT == Town0 && rating WestBravoLeader < -2000 || WBLT == Town0 && badfactionWBLtown0
Activation: badfactionWBLtown0 = true;WestBravoLeader addRating - 100000
There is one more 'deactivation' trigger that is activated by this trigger that checks if this player is no longer presesnt
WestBravoLeader (player) is grouped to this trigger
West, Not Present, Repeatedly
Condition: this && WBLT == Town0
Activation: WBLT = grpNull
Ok, all that said and done my question-
If I use _town,(which in this case would be equal to 'Town0') to be equal to WBLT, when WBLT is next checked by Trigger to see if its equal to Town0, it should return true correct? And lastly, my greatest concern is each time this script is executed of course _town and _westplayer will change,say they change to equal to 'WestAlphaLeader, Town5' this will not affect the equality that WBLT has to '_town' which was equal to 'Town0'in the "WBLT" trigger, would it? I am hoping not, that once the reference is made with _x variables that if the _x's equality changes to something else that it dosent affect previous equalities made with it.
So there will be 1 actual 'proximity' trigger always active per town, 9 'not present' triggers per town, and nine condition 'only' triggers. Only 2 of the 18 triggers in a town will be activated if a player commits the freindly kill.
So, technically, if I am right, only the one proximity trigger per town will be of any consequence for lag purposes, the rest will only be activated upon the conditions met, does this seem doable? Only as time goes on thro making the mission will I know if this will present a lag problem.
Anyhow, if u gave up completely on this I dont blame u lol, but this is actually a simplified version of what I had earlier, which was a real complex mess. Whatever it is, if it does the job and dosent lag the game, im happy.
I will give that script a try again, but I fear the worst, something seems to be causing a problem everytime, I think assigning a variable thro the condition field just dosent work, maybe because it only uses statements as 'conditions', and wont actually assign anything thro it, unlike the activation feild. I will test that theory by just taking the players name and replacing the variable assigning with it too. Im just speculating tho, which is why I need to start reading some of these tutorials I got, lol, less guessing.
Thanks again Sui.
Christian