wellI tested revelion's code last night and it doesn't work.
In fact it works all the time, even if the player put his satchel outside the trigger and always the first objective's achieved.
I found a way but there are still some problems.
I placed a trigger for each objective named radarpost,ammodepot,shilka)
round shaped , radius 6 *6
activation WEST, REPEATABLE
condition : player in thislist
onactivation : player addeventhandler ["fired",{_this exec "check.sqs"}]
on deactivation : player removeallEventHandlers "fired"
an init.sqs with
bombinobj1=false
bombinobj2=false
bombinobj3=false
and "check.sqs"
;--START--[check.sqs]--START--
? _this select 3 == "pipebomb" : goto "continue"
exit
#continue
_obj = nearestobject [player,"pipebomb"]
? isnull _obj : goto "continue"
? (!bombinobj1 && _obj distance radarpost < 6) : goto "inobj1"
? (!bombinobj2 && _obj distance ammodepot < 6) : goto "inobj2"
? (!bombinobj3 && _obj distance shilka < 6) : goto "inobj3"
#inobj1
bombinobj1=true
hint "objective 1 is completed"
exit
#inobj2
bombinobj2=true
hint "objective 2 is completed"
exit
#inobj3
bombinobj3=true
hint "objective 3 is completed"
exit
;---END---[check.sqs]---END---
I think I made it myself difficult, but it works.
But...
as you can see this script only works for the objectives with the names radarpost,ammodepot & shilka. How can I include the objectivesnames as a parameter?
I know an eventhandler "fired" got 4 parameters, but can you define other (external?) parameters in "check.sqs"?
Another thing is that that the objective is still achieved when the player deactivate his satchel. How can I fix that?
In attach : a test mission on desert island, no addons needed.