Yup, see what you mean. I don't know how knowsabout works on a human player
It actually works... I thought that it wouldn't but went and tested it ...
player + NME helo (on the ground...)
Don't work for the player unit without the mouse right click, if the guy was right next to the chopper staring at it, knowsAbout was 0 but once right clicked it was jumped to 4...
The players leaders knowsAbout is relevant to the players knowsabout and if the leader himself does not see the chopper and the player does, but does not right click the helo the leaders knowsAbout stays at 0...
But back to my prob.
(count thislist < 3) and ("player knowsabout _x < 1" count thislist == count thislist)
If you read my orig. post you'd see that something similar already tested, but tested this anyway...
No help I'm afraid
... The trigger was set of but by the first varib getting 'the truth' but that latter had no effect... (tested with variants...)
When tested with "(leader group player) knowsAbout _x < 1" count thisList > 0 the trigger wouldn't go off... (edited a typo on this in the orig. post... It had no < 1 after the _x
)
And that I want the leader of players unit NOT the player to have the knowsAbout value thingy hassle something...
How would i make a hint format loop with this so I could monitor the leaders knowsAbout? I know how to make it when there's a specific dude to knowABout but when it goes to _x...
It's good practice to make your player (and often his squad) setcaptive true at the start of a cutscene and setcaptive falst at the end. Reduces the chance of ... accidents.
'Well, now I feel like a f*****g *****le...' just to quote Jack Nicholson...
I have never even thought of this...
But anyway in this case it won't help since then the cutscene might begin with the player and the NME staring at each other and it would create some uncomfort for the player and some unwanted dramatics
Then again, like I said earlier, if this gets too 'kinky' I just have to make this without the knowsAbout...