Title says all : Thing is I got my transitions that work fine, so spawning NPCs with triggers should be almost the same...
  Still I got no results, nothing spawns ... bugger : 
 So here the trigger setup in K-GFF :  
http://i116.photobucket.com/albums/o34/slazzir/K_GFF_TRIG.jpg) 
 This the setup of my UTT file :  
http://i116.photobucket.com/albums/o34/slazzir/UTT_FILE_BASIC.jpg)  
http://i116.photobucket.com/albums/o34/slazzir/UTT_SCRIPTTAB.jpg) 
 And ofcourse the script, which compiles but doesn't seem to take effect. :(  
http://i116.photobucket.com/albums/o34/slazzir/SCRIPT.jpg)  
 I just hope theres an obvious "dumb" mistake in there , been cracking my head on this silly problem. 
 Plus I packed it all up into my .mod file.
  
 
  
  
    Title says all : Thing is I got my transitions that work fine, so spawning NPCs with triggers should be almost the same...
 
 Still I got no results, nothing spawns ... bugger :
 
 I just hope theres an obvious "dumb" mistake in there , been cracking my head on this silly problem.
 
 
 There is. :) SpawnGhostsAttack1 is longer than 16 characters, and a ResRef can be at most 16 characters in length. You'll have to rename your script to something shorter.
  
 
  
  
    Your Tag in the .git file is SpawnAttack01 but should be trig_attkwave01. Though you know that I am new to this stuff, so I might be mistaken.
 
 Take care
 
 EDIT: You should probably listen to stoffe :-) . Just wanted to help though...
  
 
  
  
    There is. :) SpawnGhostsAttack1 is longer than 16 characters, and a ResRef can be at most 16 characters in length. You'll have to rename your script to something shorter.
 
 :lol: I knew it was something plain obvious...
 
 @Seamheinn : It was not directly a problem, but sloppy name giving is not good... and I'm already a chaotic mind :p
 
 Edit : Just one more problem , the trigger seems to work Twice ?
 
 I want to fire just once , is there an extra line for the script to destroy the trigger ?
 
 Or to make it safe to just fire it off once ?
  
 
  
  
    Edit : Just one more problem , the trigger seems to work Twice ?
 
 I want to fire just once , is there an extra line for the script to destroy the trigger ?
 
 
 You can use a local boolean variable set on the trigger to determine if it has already been fired, and if so don't do the spawning again. Something like:
 
 void main() {
 if (GetEnteringObject() == GetFirstPC()) {
 if (!GetLocalBoolean(OBJECT_SELF, 40) && !GetIsObjectValid( GetObjectByTag("g_qgmdarkjedi01") )) {
 CreateObject(OBJECT_TYPE_CREATURE, "g_qgmdarkjedi01", Location(Vector(-7.22, -43.42, 0.0), 0.0));
 SetLocalBoolean(OBJECT_SELF, 40, TRUE);
 }
 } 
 
 }
  
 
  
  
    :worship: Thank you my scripting godess
 
 *Thats one of the GW god statues, in your avy, right ?*
 
 EDIT: It all works now, no suprises there :p
 
 Thread can be closed at moderators (p)leasure :lol: