simonwa1 0 Posted April 3, 2007 Hi! I have a trigger where i want to gather units in. Each time a unit come within the trigger area a message will be shown. My problem is when the trigger is being activated it cant be activated again without being deactivated first. So if i have one unit that have activated the trigger and still is in the triggerarea, the trigger cant be activated again when the next unit arrives to the triggerarea. How do i solve this? Is it possible to make the trigger run a script in 'On activation' even though there are still units in the triggerarea? Share this post Link to post Share on other sites
kronzky 5 Posted April 3, 2007 I haven't tried this (PLUS, it's early in the morning), but give this a shot: • Initiate a global variable somewhere (e.g. player init line, game logic): NEWONE=true • Then change the condition line of the trigger to "this && NEWONE". • In the activation line call your script, or whatever you do, and also add "NEWONE=false" • In the deactivation line enter "NEWONE=true". If this doesn't work you might need two overlapping triggers that turn each other on an off... Share this post Link to post Share on other sites
shuko 59 Posted April 3, 2007 Use a variable to save the info if theres a unit on the area or not? Trigger: cond: this && !myVar onAct: myVar=true; runrunlittlescriptcode.sqf onDeact: myVar=false Share this post Link to post Share on other sites
simonwa1 0 Posted April 3, 2007 Thanks for the answers. I've solved the problem like this: Cond.: this && newOne On act.: [] exec "script.sqs"; newOne = False In Script.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">some code.. ~2 newOne = True Share this post Link to post Share on other sites