Toyguy 10 Posted March 1, 2010 (edited) I'm obviously doing something wrong here, but I can't see what it is. Here's the setup: I have a single player character. He's just standing on the map, no waypoints or anything. In his Initialization field, I have the statement Arty_Avail=True; The player is linked to a SOM. The SOM is named SOM1 and is itself linked to the Artillery module. The SOMs Initialization field contains the statement this setVariable ["settings",[[], true, nil, nil, false]]; to deactivate the secondary missions, etc. and provide only artillery support. The Artillery Module is named Mortar and is linked to an on-map 81mm Mortar unit. That unit just sits there, no waypoints nor any initialization, etc. Finally, there is a trigger on the map. It is set to activate repeatedly and I have tried numerous Activation modes: Anybody, Game Logic, BLUEFOR, etc. Timeouts are all set to zero and the Type is left at None. The Condition box has the statement Arty_Avail; and the On Act box has the statement [["artillery_barrage"], player, [[Mortar, [7,9]]], [true]] call BIS_SOM_addSupportRequestFunc; What I expected to have happen was the Player, when initialized, would set the Arty_Avail to true. This would then activate the Trigger due to the condition Arty_Avail and add an Artillery option to the Comm menu. Needless to say, it doesn't work. If I change the trigger to one where BLUEFOR must be present and walk the Player into the trigger area, then it does work, so I'm confident of the SOM and Artillery module configuration. What's the best way to set up a Trigger that will automatically fire on game start and add the Comm menu item? What am I missing here? Thanks! Edited March 2, 2010 by Toyguy Share this post Link to post Share on other sites