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486_Col_Wolf,
John is on the right track here. I use your type of scenario in several different ways. The most primary use on my end is bomber escort.
For example, in a bomber formation of eight that you're escorting, I set a trigger that the bomber flight needs to reach waypoint x with a health of 75% or better for the mission to be a success. (In other words, you lose no more than two bombers in a flight)
You would get a warning message if the flight's health dropped below a certain point through another trigger, and a failure message if the bomber flight's health reached a critical point that you determine. (For example, if four or five planes in the formation were destroyed)
You can also use this idea and flip the scenario around. Let's say you are a British pilot defending London from a raid of Dornier Do-17s. You could set it up, using the same triggers described above, to set up an "attaboy" message when you shoot down one bomber, (for a flight of five, you would set the object health for that flight of Dorniers at equals 80%) and another message of encouragement if you shoot down two. (equals 60%)
The third plane destroyed would trigger the bomber formation, or what is left of it, to abort the mission (less than or equals 40%) by setting an event of an alternate waypoint (or waypoints) using this trigger that turns the formation around and sends it back over the Channel. (See Cody's tutorial about alternate waypoints)
I prefer not to use the "must be destroyed" option, and write missions with triggers and events.
I use the object health trigger for missions when you attack moving ships and vehicles as well. For an attack mission, the object health of the target needs to drop below 50% to be a success, and 51% or above constitutes a failure. If you have multiple moving targets, it gives you the added benefit of target selection, so that you have multiple methods to achieve success, and even your AI can get in on the action, with the right editing.
Again, you can flip that idea around if it is your job to protect vehicles or shipping, you just reverse the idea. 50% or below means the moving target was hit, while if the target survives, (51% or above) you've done your job.
Does that make any sense?
