Thank you! I'm using this, but I ran into a bit of problem.
What I wrote: Trigger: variable: irtag1 condition: !isNil "irset1"
Player: init: this addEventhandler
[ "Fired",
{ private ["_range"]; _range = 5;
if (_this select 2 == "IRGrenade" && (_this select 0) distance irtag1 <= _range) then { irset1 = true;
publicVariable "irset1";
}; } ];
The problem!!!
I made one more trigger like this (i.e. two targets for "marking"), renamed it with _1, added another line to init with the _1.
this addEventhandler
[ "Fired",
{ private ["_range"]; _range = 5;
if (_this select 2 == "IRGrenade" && (_this select 0) distance irtag1 <= _range) then { irset1 = true;
publicVariable "irset1";
}; } ]; this addEventhandler
[ "Fired",
{ private ["_range"]; _range = 5;
if (_this select 2 == "IRGrenade" && (_this select 0) distance irtag1_1 <= _range) then { irset1 = true;
publicVariable "irset1";
}; } ];
The thing is, no matter in what order, first one triggers, the second one doesn't. If I throw IR at A, B won't respond. If I throw at B, A won't respond.
I tried adding on trigger deactivation: player removeEventHandler ["fired",0];
I also tried renaming irset1 to irset1_1 for the second trigger, didn't help. Even separated the inits with line break :D Didn't help
Do you know where might the problem be? Are the addeventhandler activated alltogether on the first trigger, so there's nothing left for the second (whichever comes first)?