mikemhz 5 Posted January 7, 2019 I am making a mission in which the players have to capture a point using the Sector module in the normal way: Trigger: BLUFOR present > Logic: area > Module: Sector > Logic: BLUFOR It works great. However, I want to add a Trigger: skip waypoint, or maybe just run some code like 'sol1 enableAI "MOVE"'... in the moment BLUFOR becomes the sector owner. Any ideas? Share this post Link to post Share on other sites
Larrow 2822 Posted January 18, 2019 Use the expression field in the properties of the sector module in the editor. Or from code [ SECTOR, "ownerChanged", { params[ "_sector", "_owner", "_ownerOld" ]; /*your code here*/ } ] call BIS_fnc_addScriptedEventHandler; Where SECTOR is a reference to the sector. This is the same thing the expression field does to the code you give it. 1 Share this post Link to post Share on other sites