if i were to do this, i would probably attach a "fired" event handler to every player
this would activate if the fired weapon was a radio and then either
a) send the required data from the script that the fired event handler runs
or
b) if the player does not have an action attached to them, add it
this would be more efficient than a trigger
;; NB>> EXPECT SYNTAX errors, code untested but you should get nthe ideaINIT.SQSTx_NoAction = true
;; NB>> following syntax may be incorrect, unable to test at present)
Player addeventhandler ["fired", (if ((typeof _this select 0 )== "bas satcom" )then{_this exec "myscript.sqs"})]
MyScript would either then simply run the code you require for the radio transmission
or
It could be used to addaction to the unit
MYSCRIPT.SQS?!(Tx_NoAction): exit
Player addaction ["Send report","SendReport.sqs"]
Tx_NoAction = false
NB if the player can respawn, then utilising a killed event handler, you would need to re-add the fired eventhandler after he respawns, to allow contiued monitoring using the fired event
eg
INIT.SQSPlayer addeventhandler ["killed", _this exec "respawn.sqs"]
RESPAWN.SQSplayer removealleventhandlers "Fired"
player removealleventhandlers "Killed"
@ alive player
Player addeventhandler ["fired", (if ((typeof _this select 0 )== "bas satcom" )then{_this exec "myscript.sqs"})]
Player addeventhandler ["killed", _this exec "respawn.sqs"]