Interesting, although not unexpected considering the detroyed trigger task is to activate on object destroyed, I mean how many times must it be kaput!
Probably a worth while exercise to look at all triggers in a similar way to see what "features" they have.
For example, for the pass through trigger, from what I've seen it can be handled in a number of ways.
if (shortName.Equals(shortName) && active)
{
//do somthing
GamePlay.gpGetTrigger(shortName).Enable = false;
}
if you use only the following ,You can use the trigger in both true and false and it is always live.
if (shortName.Equals(shortName))
{
//do somthing
}
if you use only the following , it appears to only activate on true
if (shortName.Equals(shortName) && active)
{
//do somthing
}
if you use only the following , it appears to only activate on true and disabled after use
if (shortName.Equals(shortName) && active)
{
//do somthing
GamePlay.gpGetTrigger(shortName).Enable = false;
}
So with that in mind, maybe leaving the following out of the destroy trigger it will stay live.
GamePlay.gpGetTrigger(shortName).Enable = false;
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