oh cool, thanks! That is really awesome - will give it a look. The main reason I have wanted a negative operator on a counter is to keep track of the number of planes in a particular area. If you look at how other missions (including the SP campaign) decide if a ground target should be spawned, it always seems to involve a fairly complex combination of checkzones or complex triggers to detect planes, or just a timer to despawn them after X number of minutes. The SP missions for example use two checkzones called Further and Closer to determine if planes are near enough to spawn the ground units, then despawn them when they are further away than X km. I have always thought it would be much easier to just have one complex trigger and keep track of how many planes have entered, and how many have left/died. So, for each plane that enters, you increment the counter. For each plane that dies/exits/leaves, you decrement the counter. When the counter hits 0 - despawn the units. So if 5 planes flew into the area, and only 3 are left or have died(exited, whatever) then you know to keep the ground units active. As I said earlier, Ankor built a similar mechanism to the counter you attached a while back for RoF, but I think we had issues with the speed at which events could be counted - I found it was quite easy to trigger events too quickly for the counter to count, and then the logic would break. For example, if you had two Spads in a dive flying close together enter the zone, it would only count one. I would imagine that problem would be even worse for WW2 planes that are much faster. Do you perhaps know what the "response time" of your counter is? Have you ever used it for events that occur in quick succession?