well, set up yer trigger with the type: Loose AND something, then do whatever in the activation field,
in order to make it work you need to put it where something is true when you Want the trigger to take effect, and becomes false when you no longer want him to be punished for whatever...
follow me?
no, didnt think so.
right, lets use the car example...
say you want him to move between 2 waypoints without getting out of the car, when he gets to the first waypoint put in the activation field:
lostrig=true
and at the second waypoint put
lostrig=false
, now make a trigger with the type being LOOSE with the condition field
not (player in CARNAME) AND lostrig
where CARNAME is the name of the car , im not entirly sure if that will work, but it is just an example after all,
basically you need the syntax for whatever it is you want him to fail on, and something to tell you that he is in that area.
now an important note - you can only use this once, because if you set more than one trigger to a certain end condition (such as end#1 or loose), then it will not end the mission until ALL those triggers are true.