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#1
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At the moment i can not check your mission (not at my gaming PC), will take a look at it at evening.
but you get the current trigger state with GamePlay.gpGetTrigger("Triggername").Active true if active, false if disabled. you can enable the trigger with: GamePlay.gpGetTrigger("Triggername").Enable = true; and disable with GamePlay.gpGetTrigger("Triggername").Enable = false; if ("de1".Equals(shortName) && active) btw. you use tpassthru triggers, so active is true if you enter the area and false if you leave the area. |
#2
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Ok, I'll let you have a play around see what you can come up with.
Some notes: I have avoided using trigger enable true/false , my intension is leave triggers live at all times and let the random timer switch define time out period for trigger, hence the test message "trigger already in action". Also I have found if you have "&& active" in the, if ("de1".Equals(shortName) && active) the second "leaving trigger area" trigger is avoided. I note some ppl have reported double triggers, this happened when I just had, if ("de1".Equals(shortName)) Yes I am using pass thru triggers for player in mis, then check for army in script(they need to add player and army combination option) This is so triggers activate for players and side only, thus Ai won't cause triggers to respond. |
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