It does work Ply, as did my original script, but the hud comes up and a second later fades out, so you have to read fast. What Cathy and I were attempting to do is "delay" the time from when the hud comes up and when it fades out. This way if we had a bit of info, then we could control how much time the hud would be up. Unfortunately, your script, mine, or using a timer did nothing to put a delay in.
Howerver, we did find a good way to do it, not too sure what you think of this. We have modified the script so that the hud comes up and once the player "takes" the document or item with the "T" key, the item is picked up and the hud disappears. We've also coded it so the hud will not display if the player returns to that area. It was especially good for Cathy's game , as it has some mazes and the chance of passing by the area where you picked up an entity was great and we did not want the player confused if that same hud came up again with no entity around.
The code we use now is:
;Artificial Intelligence Script
;Header
desc = Pickup Dossier1
;Triggers
:state=0:hudreset,hudx=50,hudy=15,hudimagefine=gamecore\huds\imperium\df\imp_df_l1objhud03.tga,hudname=dossier1prompt,hudhide=1,hudmake=display,state=10
:state=10,plrdistwithin=40:hudshow=dossier1prompt,state=20
:state=20,plrdistfurther=40:hudunshow=dossier1prompt,state=20,state=10
:state=20,scancodekeypressed=20:hudunshow=dossier1prompt,playertake,coloff,rundecal=-1,state=30
;End of Script
This is useful in a variety of ways for us, whether used when picking up an entity (such as a dossier, map, etc) or even a weapon. It also works perfect if we swap mods from Project Blue to RPG, Fenix, or Project Green mods.
I do appreciate the time you and hockeykid gave us to solve this. Sometimes it helps me to post the issue and receive suggestions and gets me to think of other alternatives/options outside of the box.
Cheers
Mike