Solved this by doing the following…
- Created a new const “Agent” of type “agent”
- Set “Agent” equal to “QAgent?”
- Called “GetFortCharacter[]” on the new const “Agent”
Looks like the question mark at the end handles the “false” check
OnTriggered(QAgent: ?agent): void=
if (QAgent <> false, Agent: agent = QAgent?):
if (FortChar := Agent.GetFortCharacter[]) {
Print("Killing player")
FortChar.Damage(100.0)
}