This sounds like “A Variable, But Not A Variable”.
This all sounds like a combination of several bad patterns, all jammed together.
Timed delays are usually a bad thing (you usually want things to be event driven, not time driven), overwriting intermediate results from one call, inside another call is a bad thing, and the designs that allow for that to happen are usually bad things, having tons of custom events, etc.
It would be helpful probably to explain this in a little more detail, and find an approach that doesn’t put you into using a pattern like this.
The way I’m understanding this, is that you have multiple Actors in a single location, that are triggers, but you only want a single one of them to trigger, selected when they first fire, and then that same one will trigger any other time, and the others will be disabled?
so, you have one space that the player can enter (or shoot at, or whatever), and it will fire one of a random selection of effects, reset, and then all future times it is triggered, it will fire the same effect?
am i understanding that correctly?