-- OnEnter in HF Trigger system function onCollisionPhantom(self, msg) if msg.objectID:CheckPrecondition{PreconditionID = 33}.bPass == false ) then return end local buildObj = self:GetObjectsInGroup{ group = "Build_Activator" }.objects[1] buildObj:PlayAnimation{animationID = "Activator_to_ClickMe", bPlayImmediate = true} GAMEOBJ:GetTimer():CancelAllTimers( self ) --local animTime = self:GetAnimationTime{animationID = "Activator_to_ClickMe"} GAMEOBJ:GetTimer():AddTimerWithCancel( 0.417, "Idle2", self ) end -- OnExit in HF Trigger system function onOffCollisionPhantom(self, msg ) if msg.objectID:CheckPrecondition{PreconditionID = 33}.bPass == false ) then return end local buildObj = self:GetObjectsInGroup{ group = "Build_Activator" }.objects[1] buildObj:PlayAnimation{animationID = "ClickMe_to_Activator", bPlayImmediate = true} GAMEOBJ:GetTimer():CancelAllTimers( self ) --local animTime = self:GetAnimationTime{animationID = "ClickMe_to_Activator"} GAMEOBJ:GetTimer():AddTimerWithCancel( 0.417, "Idle1", self ) end -- timers... function onTimerDone(self, msg) if msg.name == "Idle1" then local buildObj = self:GetObjectsInGroup{ group = "Build_Activator" }.objects[1] buildObj:PlayAnimation{animationID = "Build_Activator", bPlayImmediate = true} elseif msg.name == "Idle2" then local buildObj = self:GetObjectsInGroup{ group = "Build_Activator" }.objects[1] buildObj:PlayAnimation{animationID = "ClickMe", bPlayImmediate = true} end end