CPT_ALPHA 0 Posted June 20, 2023 Good day or night everyone. I have a question. I'm making a quest trigger, which is activated when a player (Anyone, not a specific one), steps on a trigger. The problem is that it doesn't activate when another player steps on it, it only activates with me. I have 2 triggers: 1. Activator: this When activated: triggermision1 = true 2. Activator: call{(triggermision1) && (player inArea Mision1)} When activated: triggermision1_1 = true And after that, in theory a dialogue should be activated for the player who is on top and the task is activated. Both only activate when I press it. Many thanks in advance to everyone who helps me. Share this post Link to post Share on other sites
pierremgi 4857 Posted June 24, 2023 If you have a trigger "any player" "present", NOT server only, repeatable, you need to deactivate it if you want to activate it again when a 2nd player enters. Perhaps, you want a local trigger, activated only for the player entering in area. You can create a local trigger (scripted only, not in editor). A local trigger will fire locally, so on one PC, not the other ones. If you are not familiar with scripts, here is a way to do that: Place a trigger in editor, name it like: trig4Area, let it "none" "none", NOT server only, (not repeatable, useless). The name is for the statements, the trigger is for the area and the code to be run. in condition: TRUE //because you want to run, at start, the activation code creating the local trigger. in activation code: private _trg = createTrigger ["EmptyDetector", getPos thisTrigger,FALSE]; _trg setTriggerArea triggerArea thisTrigger; _trg setTriggerActivation ["NONE", "NONE", false]; _trg setTriggerStatements ["player inArea trig4Area", " hint 'Youre entering in the area' ", ""]; This way, you have a trigger detecting the (local) player in area and firing locally (not everywhere). Share this post Link to post Share on other sites
Larrow 2820 Posted June 24, 2023 No need to make a new trigger in the On Activation, all trigger commands are LE so you can just re-appropriate the trigger on each client machine just to activate for that machine's player via triggerAttachVehicle. Type: None Activation: None Repeatable: Optional( Depends on your use case ) Server Only: Unticked( false ) Condition: true On Activation: if !( isDedicated ) then { thisTrigger setTriggerActivation[ "VEHICLE", "PRESENT", triggerActivation thisTrigger #2 ]; thisTrigger triggerAttachVehicle[ player ]; thisTrigger setTriggerStatements[ "this", "hint 'you entered the area'", "hint 'you left the area'" ]; }else{ thisTrigger setTriggerStatements[ "false", "", "" ]; }; Share this post Link to post Share on other sites