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I understand your idea; you're right, it needs to be disabled so it doesn't work normally, and then enabled at the end to start the battle, but it's not working very well.
function gF ()
Trigger(REGION_ENTER_AND_STOP_TRIGGER, "g", nil);
MessageBox("/Maps/SingleMissions/Map_01/gF.txt");
end;
Trigger(REGION_ENTER_AND_STOP_TRIGGER, "g", "gF");
function goF ()
Trigger(REGION_ENTER_AND_STOP_TRIGGER, "go", nil);
MessageBox("/Maps/SingleMissions/Map_01/goF.txt");
SetObjectiveState("quest", OBJECTIVE_ACTIVE);
end;
Trigger(REGION_ENTER_AND_STOP_TRIGGER, "go", "goF");
SetObjectEnabled("skel", false);
function skelF ()
Trigger(OBJECT_TOUCH_TRIGGER, "skel", nil);
RemoveObject("gg");
MakeHeroInteractWithObject("skel", "Agata");
end;
Trigger(OBJECT_TOUCH_TRIGGER, "skel", "skelF");
The goF trigger works, displays a message, and sets a task. Then, I approach the monster, but the hero doesn't attack it; he just stands next to it, and the object isn't removed by RemoveObject("gg"); the monster is named correctly).
Please, tell me where the mistake is