tom.machu 1 Posted October 1, 2020 Hi, is there a way around it?? waitUntil { player inArea "evac" }; player addAction [ "set up a radio", { params ["_target", "_caller", "_id", "_args"]; [_target, _id] remoteExec ["removeAction"]; _target = _this select 0; _caller = _this select 1; private _trg3 = createTrigger ["EmptyDetector", (getPos _caller)]; _trg3 setTriggerArea [25, 25, 0, false]; _trg3 setTriggerActivation ["ALPHA", "NOT PRESENT", false]; _trg3 setTriggerStatements ["this", "_caller sideChat 'we are ready'", ""]; 1 setRadioMsg "Call helicopter"; }, nil, 1, true, true, "", "true", 5, false, "", ""]; Share this post Link to post Share on other sites
gc8 977 Posted October 1, 2020 (edited) one way could be first use setVariable _trg3 setVariable ["caller",_caller]; then in statement: thisTrigger getVariable "caller" assuming you are using triggers and not waypoints And assuming triggers can hold variables through setVariables. If not have to think something else Edited October 1, 2020 by gc8 Share this post Link to post Share on other sites
gc8 977 Posted October 1, 2020 Also because addAction runs on client you could just use the player variable Share this post Link to post Share on other sites
pierremgi 4834 Posted October 1, 2020 An area, an addAction, a trigger, setWaypointStatements... It seems to me overcomplicated. Your addAction just need a condition like _this inArea yourArea or something about a waypoint completion (idk what you're doing with waypoints) The addAction is already a menu. You don't need to add a radio trigger. Share this post Link to post Share on other sites
tom.machu 1 Posted October 3, 2020 On 10/1/2020 at 5:14 PM, gc8 said: one way could be first use setVariable _trg3 setVariable ["caller",_caller]; then in statement: thisTrigger getVariable "caller" assuming you are using triggers and not waypoints And assuming triggers can hold variables through setVariables. If not have to think something else Works just fine. Thank you! Share this post Link to post Share on other sites