FartParty 10 Posted March 9, 2013 Hi, I've got a mission with some triggers that I use as zone restrictors, to kill anyone who goes inside them Those work well, but I need some of them to disappear when the mission objectives have been completed I use "name" setMarkerPos getMarkerPos "name" to move the visual indication of the boundaries around, but I can't get the actual triggers themselves to move also, would the hint "text" command show the text for all players (this is a multiplayer scenario)? If so, how can I make only one person see the hint? Thanks Share this post Link to post Share on other sites
SD_BOB 10 Posted March 9, 2013 If you are just trying to remove a trigger, a sloppy way to do it would be to attach the trigger to an object somewhere once you need it gone. [i]TRIGGER[/i] attachTo [[i]OBJECT[/i],[0,0,0]]; Probably easy to move them but, without looking around i'm not sure. Share this post Link to post Share on other sites
cobra4v320 27 Posted March 9, 2013 Deleting triggers use deletevehicle _triggername Share this post Link to post Share on other sites
FartParty 10 Posted March 9, 2013 thanks, i thought the deletevehicle command wasn't working, but i was just using quotation marks couple last things, how can I make it so that an ammo box never runs out of supplies, and how can I make a respawn ticket system for blufor (opfor has infinite respawns)? Share this post Link to post Share on other sites
cobra4v320 27 Posted March 10, 2013 You would need to create a loop to keep the crate from running out of supplies. There are a couple of crate filler scripts out there already. Share this post Link to post Share on other sites