Ahh theres something to work with..
I'll see what we can do with that and hope it exits gracefully..lol.
that doesnt reset their knowsabout value though then I'm assuming.
looking at it, It seems to me to read how many player are in the area..
If there are none I assume the script ends?
but it doesn't reset the detected by status of the trigger?
I'm no veteran scripter so I'm likely just confused..
looks to me like it accomplishes the same thing as.
(({isPlayer _x} count thisList) < 1)
or
(({isPlayer _x} count thisList) > 0)
We use that in the triggers as a safety net.. in case the detected by value hasn't reset.
At least we know a player is there then.
also if the opfor unit doing the detecting is killed, it goes off.
Odds are by the time they return to the trigger.
the detected by status would have reset anyway.
It's pretty far from main base and anyone who goes there, won't have much of a reason to hang around.
Nothing valuable will respawn until they leave anyway.
So at least most of the time, the detected by will work.
and having multiple officers to cycle through might help too.
possibly cycling through different officer would help speed up this process.
Maybe you could let one do the initial detected, but after he does that detection and that trigger area is no longer active..
perhaps by a blufor not present trigger etc.. or player this list trigger..
you could teleport that officer to an island until his status resets.
Or create a new one and delete the old one..
the new one might come in with new status.
something ill try I guess. XD..
Thanks
..