Taylor1984 14 Posted May 28, 2018 Hi! I'm making a trigger using _f1 setTriggerActivation ["ANY", "PRESENT", true] and this works like a charm, for all units except for units who are set to captives. They won't set off the trigger. Is there any way to make these guys set off the trigger? Thanks Share this post Link to post Share on other sites
gokitty1199 225 Posted May 28, 2018 7 minutes ago, Taylor1984 said: Hi! I'm making a trigger using _f1 setTriggerActivation ["ANY", "PRESENT", true] and this works like a charm, for all units except for units who are set to captives. They won't set off the trigger. Is there any way to make these guys set off the trigger? Thanks just tested with the same settings and it still works for a unit who is set to captive. 1 Share this post Link to post Share on other sites
Taylor1984 14 Posted May 28, 2018 OK, that's wierd :( I guess I don't know what's wrong, then. Thanks anyway Share this post Link to post Share on other sites
KevsNoTrev 44 Posted May 28, 2018 Don't these triggers also activate with snakes rabbits butterflies and bees?? Would not make sense that captives were not working... Share this post Link to post Share on other sites
Taylor1984 14 Posted May 28, 2018 I know, right? But can't it be because I'm creating the trigger in a script instead of placing one in the editor? I have to create it btw Share this post Link to post Share on other sites
KevsNoTrev 44 Posted May 28, 2018 Have you tried a debug on the activation?? Use something like: hint str thislist When activated to see what units are inside the trigger area Share this post Link to post Share on other sites