OK, try this one:
trigger 1:
size: you know the size of the area to be covered
activation: west/present/once
name: triggerA
condition: this
trigger 2:
size: 0/0
activation: none
type: end#2
condition: "alive _x" count (list triggerA) == 0
Well, just a bit more now (not important for this problem,
but for other stuff in your multiplayer maps).
a) you can test your maps without exporting them to multiplayer aswell. If you start a multiplayer game, there
will appear the island selection screen. Then you choose the
right island, and instead of a mission, you select the mission
editor by dbl-clicking it. You can run multiplayer maps out
of the editor, without loosing any features from final state.
In your user/username folder, there is a missions folder, and
a mpmissions folder. Just take care, that the mission is in the
mpmissions folder.
b) There's really no need to remove your custom missions
folder to somewhere else on your hard drive. Just keep it
in the folder, where it has been created.
c) If you export a mission to mp, or sp a second time, the
older file won't become overwritten - you need to manually
remove or delete the older mission.pbo file there.
d) grouping triggers with playable units, or use the init field
of the playable leader + multiplayer doesn't really fit together.
reason: those guys can be disabled at the player selection
menu, and no more conditions will be met. You know, that
you need your leader, but 3rd parties might not care about
that, and many players seem to prefer a helmet to a cappy.
e) huh only 10 more minutes here at work, i've got to leave
the party now ;D
~S~ CD