Okay, took a look at the code and I implemented a new Trigger Count setting that does what most people thought Repeat Count was doing all along.
It works like this. Suppose I have this event.
Player near Target
when
- <
--distance
---Alpha 1
---Target
--100
-Send Message
If you define a Repeat Count of 4 and an repeat delay of 10 the game will wait until you get closer that 100m from the target. Let's say you do that 5 seconds in to the mission. The game will check again if you are 100m from the target at t=15 second, 25 seconds and 35 seconds (remember that a repeat count of 1 = no repeats. Another oddity of the way this feature works). If you are 80m from the target at 20 seconds but manage to be 100m away at 15 and 25 seconds you won't see any message.
On the other hand, if you define a Trigger Count of 4 and an repeat delay of 10 the game will wait until you get closer that 100m from the target and send the first message. It will then wait 10 seconds and begin to test again every frame until you come closer than 100m again. It will do this until 4 messages have been sent (including the original one). As with Repeat Count, a Trigger Count of 1 means no repeats (it literally means trigger once and then never again).
Finally you can define both. If you define a Repeat Count of 4, a Trigger Count of 2 and an repeat delay of 10 the game will wait until you get closer that 100m from the target. Let's say you do that 5 seconds in to the mission. The game will check again if you are 100m from the target at t=15 second, 25 seconds and 35 seconds until another message is sent. After 35s it will not check again even if the second message has not been sent.
I'll be adding this to the 3.6.11 codebase as soon as I've coded in the FRED changes to support it (tomorrow most likely) and I recommend that we simply start telling people to use it instead of the much more confusing repeat count.
