Magirot 14 Posted April 14, 2014 (edited) It might also be because of the missing quotation mark in hint format ["3/3];, you can spot it nicely because of the syntax highlighting changing in the above post. I meant to ask this earlier, but is there a reason for specifically using _name = "intel"; call compile format["%1 = _intelCase", _name]; instead of intel = _intelCase;? They're the same thing. Edit: I see you also changed the trigger classname from EmptyDetector to CaseTrigger, was that intentional? I've never seen the latter used. Edited April 14, 2014 by Magirot Share this post Link to post Share on other sites
blasturbator 10 Posted April 14, 2014 (edited) Magirot said: It might also be because of the missing quotation mark in hint format ["3/3];, you can spot it nicely because of the syntax highlighting changing in the above post. Good catch, i make a lot of typos huh. Magirot said: I meant to ask this earlier, but is there a reason for specifically using_name = "intel"; call compile format["%1 = _intelCase", _name]; instead of intel = _intelCase;? They're the same thing. I'm not entirely sure _intelCase setVehicleVarName _name; call compile format["%1 = _intelCase", _name]; was recommended to me when i was having troubles making it work as intended and i just went with it. Magirot said: Edit: I see you also changed the trigger classname from EmptyDetector to CaseTrigger, was that intentional? I've never seen the latter used. I just changed it because it made more sense while reading it, it doesn't affect anything down the line. edit: Okay ao the briefcase is spawning now :D i guess using EH really fixed it. The trigger however is still not working, i'll report back after i put it into a function like you suggested. Edited April 14, 2014 by Blasturbator Share this post Link to post Share on other sites
Magirot 14 Posted April 14, 2014 Blasturbator said: I just changed it because it made more sense while reading it, it doesn't affect anything down the line. EmptyDetector is a classname (like "Land_Suitcase_F" in the createVehicle), changing it to something that's not defined in the game files means that no trigger is created, as far as I know. Share this post Link to post Share on other sites
blasturbator 10 Posted April 14, 2014 (edited) It's a classname? I thought it was just the trigger name edit: Object = createTrigger [type, position] no shit, guess i shouldnt have changed that then xD I have much to learn edit: Yay it's working! man that was a hassle. Thanks very much for your help magirot, i'll put you in the mission credits ;) Now i only have one other problem to deal with and my mission is all set, until i try to add stuff to it again xD Edited April 14, 2014 by Blasturbator Share this post Link to post Share on other sites
blasturbator 10 Posted April 14, 2014 (edited) OR SO I THOUGHT. So the triggers don't want to activate for some reason. Using hints to debug i narrowed it down to that, they get created, they just wont activate. this is the statements line: _this setTriggerStatements ["player in thislist","nul = [intel,thistrigger] execVM 'core\modules\cacheScript\intelPickup.sqf' ", ""]; What i don't understand is how that suddenly doesnt work when it did work that one time. It's worked twice actually, but the rest of the time it hasn't and i didnt change a single thing in the trigger statements. Edited April 14, 2014 by Blasturbator Share this post Link to post Share on other sites