It's been a while since I've used the toolset and I don't have a ton of programming experience, so please don't mind if I sound clueless.
My issue is with non-random henchman interjection (and one-liner) triggers disappearing if I walk in them before even hiring the henchman (these are my own custom henchmen). I place the trigger on the ground: XP2 Interjection Non-random. I use x0_d2_hen_inter, etc. in the conversation editor and put the corresponding key tag and it works.
The problem is that once I walk into that trigger it destroys it *regardless* of if I have the henchman with me or not.
For example, say I have a room with a henchman in the middle and a trigger for an interjection in the corner. If I hire him, then walk to the corner, he starts the interjection. However, if I walk into the corner first, then hire him, then walk back to the corner, nothing happens (it's gone now).
Is there a way to prevent this? I looked through some of the code in the scripts and noticed that they are destroying the triggers, but I want to prevent that if I don't have the henchman with me. Is there a different script I should use? (I'm using x2_evt_trigger on enter.) I'm not familiar with most of them.
Thanks.