Ah, the activator is the switch in this case, I thought it should be referencing the player activating the trigger as it is in other events. Whoami is the object itself usually, no? My script had whoami to determine the object being activated - whoami is not valid causing a segfault... Try this for the script: import CFPython activator=CFPython.WhoIsActivator() activatorname=CFPython.GetName(activator) whoami=CFPython.WhoAmI() info = CFPython.GetEventOptions(whoami, 10) # 10 is trigger event CFPython.Say(activator, "activator: script is running") CFPython.Say(whoami, "object: script is running") > Sorry, but I can't reproduce your problems here. I use the current cvs > server. The objects (pedestal/button) in my map are: > > arch pedestal > event_trigger_plugin Python > event_trigger /pedestal.py > x 2 > y 6 > end > arch button_small > event_trigger_plugin Python > event_trigger /pedestal.py > x 3 > y 6 > end > > The script (pedestal.py) I use is: > > import CFPython > CFPython.Say(CFPython.WhoIsActivator(), "activator: script is running") > > Whenever I enter or leave the pedestal/button, I receive the messages > > pedestal says: activator: script is running > > or > > small button says: activator: script is running > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel