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#991
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Hmm, that's strange, I remember it not working yesterday, but now it seems to be working fine...

Thanks again, you're really helping me out =)

Added 24 minutes later
RedHeavenHero
You can, for example, temporarily enable/disable the trigger:
function enabling()
while 1 do
SetObjectEnabled('garrison', nil);
Trigger(4, 'garrison', 'kvest');
while GetCurrentPlayer() == 1 do
sleep(1);
end;
SetObjectEnabled('garrison', 1);
Trigger(4, 'garrison', nil);
while GetCurrentPlayer() ~= 1 do
sleep(1);
end;
end;
end;
Then all players except the first will be able to pass through the outpost. And the first player will only be able to receive quests from it.


I didn't quite understand, how can I then remove the lock for player 1, for example, by adding a new variable.
That is, somewhere else I specify "a = 1", and not 0, and then the outpost will also open for me.

Whatever