Reeveli 4 Posted January 18, 2019 So I am making a mission where an unconscious player (using the Ace medical system) has to be dragged/carried to an evacuation zone for them to be sent back to base. This is simply a trigger with the following parameters: Activation: Any Player Activation type: Present Repeatable Condition: (player getVariable "ACE_isUnconscious" isEqualTo true) && (player in thisList); On Activation: player execVM "scripts\Evacuation.sqf"; cutText ["You are being evacuated...","black out",0.5]; sleep 1; player setpos (getpos tp_base); playSound "ski_long"; player playAction "PlayerStand"; sleep 20; cutText ['','black in',5]; However there is a problem. If a player gets shot down in the evacuation zone everything works as intended. However when I was testing this with another player we found out that if somebody is dragged/carried (and then dropped) into the evacuation area the trigger won't activate. To eliminate any problems I also tested this without the script and just having player setpos (getpos tp_base) in the on activation field and the result was the same. So it seems that the trigger condition is insufficient. I am not sure why the trigger doesn't activate the moment a patient is dropped into the area so would anyone have any ideas how to improve the trigger? Share this post Link to post Share on other sites
davidoss 552 Posted January 18, 2019 Condition: this && {player in thisList} && {player getVariable ["ACE_isUnconscious",false]}; Share this post Link to post Share on other sites
Reeveli 4 Posted January 23, 2019 On 1/18/2019 at 8:17 PM, davidoss said: Condition: this && {player in thisList} && {player getVariable ["ACE_isUnconscious",false]}; Just tested this and unfortunately it will not work. After dragging the patient into the trigger area and then dropping him will not activate the trigger. Share this post Link to post Share on other sites
Schatten 284 Posted January 23, 2019 @Reeveli , change activation to "None" and "Condition" to (player inArea thisTrigger) and {player getVariable ["ACE_isUnconscious", false]} Share this post Link to post Share on other sites