Well, i've taken a look and found something
I've made a radio alpha trigger to setdammage truck1.
Then i destroyed truck1 by radio alpha - and evac waypoint showed up.
Now i didn't leave the start position for that, and that was the problem.
The stock up waypoint was so close to me that once i blew up the truck1
by radio alpha, the stock up waypoint was also finished, because i was already
there. I guess you did something similar, because i then tried another variant:
I've placed me and my guys close to truck1 (setcaptive true all of us so that enemies accept us there).
Then i blew up truck1 and voilla - stock up waypoint was showing up.
There was another thingy i noticed.
Your objective complete trigger doesn't work because of it's condition.
condition: this && !alive truck1
activation: vehicle/present grouped with truck1
Now truck1 is not inside the trigger's range thus
this will never become true.
Even if you would place the trigger now so that truck1 is in it's range,
this && !alive truck1 will
never become true at the same time. If truck1 is alive, then
this is true.
If truck1 is not alive then
this is false.
It would work if you do either:
move the trigger over truck1 so that it is in range and change the activation to:
vehicle/
not presentor:
not group truck1 to the trigger - remove
this && and make it just:
!alive truck1as condition.
Also you made a: hint "Objective complete, head for the extraction point" and then you tick off
obj1 - There comes the objective complete hint from your second command, but the first hint
will not show up because it gets overwritten imidiately from the second automatical one.
Change your "Objective complete, head for the extraction point" into a text message.
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The trigger which make the two chopper crews wait also doesn't work because
of the same problem, just a little bit different from objective complete trigger.
condition: this && !alive truck1
activation: none/present
This trigger will never activate - you can now again remove
this &&, or even
better;
change the
hold waypoints of the chopper crews into simple move wayopints and
into the waypoints condition field type:
!alive truck1Delete the trigger - it's useless.
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How does a trigger become activated?A trigger becomes activated due to it's condition.
true: the trigger activates imidiately
this: the trigger activates, once it's activation conditions above in the check boxes become true
any other condition: the trigger activates once the condition becomes true
What is the difference between a type: switch and type: none?A
switch trigger will force a unit/group to move straight to the waypoint after the one, the
trigger is syncronised to.
This can be used to switch straight forward or back to a wayoint not being the next one in order
of the chain, or to switch over an obsolete waypoint like:
hold, guard, cycle, support A
none trigger will just enable the next wayoint after the one, it's syncronised to.
In your case you placed a
destroy waypoint onto truck1, and it will be accomplished after destroying
truck1 - no need to syncronise the waypoint with any trigger.
hope this helps
:edit - btw - i forgot;
Next time you attach a mission.sqm, you should mention on which island it should be so it doesn't
require some play around before.
And one more thing:
Don't use waypoints for player to show him what he has to do - most ppl are playing in veteran
mode and waypoints will not show up for them then.
~S~ CD