In my map, I have dynamite that can be stealed, and a tank that has to be escorted. I’ve made the dynamite as an objective, and the dynamite should only be able to be secured, when the tank has been escorted into its final spline.
The problem lies in, that if the tank has not been escorted yet, how do I prevent the dynamite to be secured? I tried killing the trigger at start, and afterwards creating (using “construct dynamite_place”) it again when the tank has been escorted, but that gave me errors.
Now, is it possible to ‘disable’ the trigger temporarily?
I still don’t have the hang of scripting, would be nice with some help here 
Disabling trigger_flagonly_multiple?
DarkKiller
(DarkKiller)
#1
S14Y3R
(S14Y3R)
#2
That’s no problem to do. You can use the setstate command to switch your trigger_flagonly_multiple on and off.
Give your trigger_flagonly_multiple a targetname the same as your scriptname, then when your tank gets to its last spline call trigger trigger_flagonly_multiple tank_secure. The simplest way would be to do it in your dispatch routine.
//Match your accum 3 with your last spline
accum 3 trigger_if_equal 76 trigger_flagonly_multiple tank_secure //enable TFM
accum 3 trigger_if_equal 76 tank run_76 //last tank spline path
The TFM command must be called before the tank run_76(in above eg.) or it won’t call.
trigger_flagonly_multiple
{
spawn
{
wait 250
setstate trigger_flagonly_multiple invisible //switch off at map start
}
trigger tank_secure
{
wm_announce "The Dynomite can be delivered now!"
setstate trigger_flagonly_multiple default //enables delivery
}
death
{
wm_announce "Dyno delivered"
//trigger game_manager dyno_delivered
}
}
That should do the trick, gl. 8)
DarkKiller
(DarkKiller)
#3
EDIT: nevermind, I forgot to recompile the map. Thanks a bunch for the help! 
