For a firing range I did once we reset the range via a local trigger on the instructor which set a variable that reset the range via on-map trigger, so everyone reset it at the same time.
instructor's player_init:
Code:
if (_unit == user1) then {
trgSST = createTrigger ["EmptyDetector",[1,0,0]];
trgSST setTriggerActivation ["ALPHA", "", true];
trgSST setTriggerType "NONE";
trgSST setTriggerStatements
["this",
"SST_resetpop = true; publicVariable ""SST_resetpop"";",
""];
trgSST setTriggerText "Reset Iron Sights Ranges";
};
And the trigger on the map had:
Condition of: onAct of:
Code:
{_x setDamage 0; _x animate["terc", 0]} forEach laneTargets; SST_resetpop = false; publicVariable "SST_resetpop";
laneTargets is a game logic on the map with this as it's init:
Code:
laneTargets = nearestObjects [this, ["TargetBase"], 130];
We didn't try to keep score though, since it was obvious to the instructor how many they'd hit.