local slenderman = {} local slenderman_exit = {} local triggered = {} function slenderman_trigger_init_name(e,name) weapon_name[e] = name end function slenderman_trigger_main(e) if slenderman[e] == nil then for a = 1, 9999 do if g_Entity[a] ~= nil then if a ~= e then if weapon_name[a] ~= nil then if weapon_name[a] == weapon_name[e] then slenderman[e] = a SetActivated(a,0) triggered[e] = 0 break end end end end end Prompt("No slenderman for trigger "..weapon_name[e]) else if slenderman_exit[e] == nil then for a = 1, 9999 do if g_Entity[a] ~= nil then if a ~= e then if weapon_name[a] ~= nil then if weapon_name[a] == weapon_name[e].." exit" then slenderman_exit[e] = a break end end end end end Prompt("No exit for trigger "..weapon_name[e]) else if triggered[e] == 0 then if GetPlayerInZone(e) == 1 then if g_Entity[slenderman[e]]['activated'] == 0 then triggered[e] = 1 Show(slenderman[e]) SetActivated(slenderman[e],1) end end --if player leaves zone elseif GetPlayerInZone(slenderman_exit[e]) == 1 then Destroy(slenderman[e]) Destroy(e) end end --slenderman set end --slenderman exit set end --main function slenderman_trigger_exit(e) end