require('o_mis') function onStartup(self) Con = {} for i = 1, 4 do Con["inActivity_"..i] = nil end self:SetVar("Con",Con) end function onCollisionPhantom(self, msg) local target = msg.objectID local faction = target:GetFaction() if faction and faction.faction == 1 then ActivityAdd(self, target) end end function ActivityAdd(self, player) -------------------------------------- -- Store Activity Object if nil -- -------------------------------------- if not self:GetVar("ActivityObj") then local ActivityObj = self:GetObjectsInGroup{ group = "ActivityObj" ,ignoreSpawners = true }.objects ActivityObj[1]:NotifyObject{name = "storeIntroTrigger", ObjIDSender = self } storeObjectByName(self, "ActivityObj", ActivityObj[1]) end local ActivityObj = getObjectByName(self, "ActivityObj") if not ActivityObj:ActivityUserExists{userID = player}.bExists then ActivityObj:NotifyObject{name = "addplayer", ObjIDSender = player } -- setStunned(self, player) local objects = self:GetAllActivityUsers{}.objects for i = 1, #objects do if self:GetVar("Con.inActivity_"..i) == nil then self:SetVar("Con.inActivity_"..i, objects[i]:GetID() ) break end end end end function ActivityRemove(self, player) if getObjectByName(self, "ActivityObj") then local ActivityObj = getObjectByName(self, "ActivityObj") ActivityObj:NotifyObject{name = "removeplayer", ObjIDSender = player } end end function onNotifyObject(self,msg) if msg.name == "reset" then Con = {} for i = 1, 4 do Con["inActivity_"..i] = nil end self:SetVar("Con",Con) local gate = self:GetObjectsInGroup{ group = "gate" ,ignoreSpawners = true }.objects gate[1]:GoToWaypoint{iPathIndex = 0, bAllowPathingDirectionChange = true} end end