-- 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_Border" }.objects[1] buildObj:PlayAnimation{animationID = "Light_Up", bPlayImmediate = true} GAMEOBJ:GetTimer():CancelAllTimers( self ) --local animTime = self:GetAnimationTime{animationID = "Light_Up"} 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_Border" }.objects[1] buildObj:PlayAnimation{animationID = "Dim_Down", bPlayImmediate = true} GAMEOBJ:GetTimer():CancelAllTimers( self ) --local animTime = self:GetAnimationTime{animationID = "Dim_Down"} GAMEOBJ:GetTimer():AddTimerWithCancel( 0.375, "Idle1", self ) end -- timers... function onTimerDone(self, msg) if msg.name == "Idle1" then local buildObj = self:GetObjectsInGroup{ group = "Build_Border" }.objects[1] buildObj:PlayAnimation{animationID = "Dim_Loop", bPlayImmediate = true} elseif msg.name == "Idle2" then local buildObj = self:GetObjectsInGroup{ group = "Build_Border" }.objects[1] buildObj:PlayAnimation{animationID = "Lit_Up_Loop", bPlayImmediate = true} end end