ScriptName defaultSetMultiAVTriggerScript extends ObjectReference {Sets the specified actor value on the actor(s) to the specified value when the player enters the trigger.} import game import debug ObjectReference property Actor1 Auto ObjectReference property Actor2 Auto ObjectReference property Actor3 Auto ObjectReference property Actor4 Auto ObjectReference property Actor5 Auto String property ActorValueName Auto int property ActorValueValue Auto bool property onlyOnce = True Auto bool property evalPackageAfterwards = True Auto bool property onlyPlayer = True Auto auto State Waiting Event onTriggerEnter(ObjectReference obj) if (!onlyPlayer || obj == GetPlayer()) if (Actor1 != None) (Actor1 as Actor).SetActorValue(ActorValueName, ActorValueValue) EndIf if (Actor2 != None) (Actor2 as Actor).SetActorValue(ActorValueName, ActorValueValue) EndIf if (Actor3 != None) (Actor3 as Actor).SetActorValue(ActorValueName, ActorValueValue) EndIf if (Actor4 != None) (Actor4 as Actor).SetActorValue(ActorValueName, ActorValueValue) EndIf if (Actor5 != None) (Actor5 as Actor).SetActorValue(ActorValueName, ActorValueValue) EndIf if (evalPackageAfterwards) if (Actor1 != None) (Actor1 as Actor).EvaluatePackage() EndIf if (Actor2 != None) (Actor2 as Actor).EvaluatePackage() EndIf if (Actor3 != None) (Actor3 as Actor).EvaluatePackage() EndIf if (Actor4 != None) (Actor4 as Actor).EvaluatePackage() EndIf if (Actor5 != None) (Actor5 as Actor).EvaluatePackage() EndIf EndIf if (onlyOnce) GoToState("AllDone") EndIf EndIf EndEvent EndState State AllDone Event OnTriggerEnter(ObjectReference obj) ;Do nothing. EndEvent EndState