So what I mean is that if you go into story editor and you generate definitions, and you begin to type a trigger, the editor does not recognize the atmospheric trigger existing.

I can set up the atmospheric trigger just fine. It look just like yours. I use polygon physics and raise the height to something like 30. I have tried global True and False and it still will not show it in the story editor.

For example, if you use the story editor to teleport a character to a trigger. You make the point trigger global and generate definitions. Immediately the editor will recognize and auto-fill the trigger if you begin to type it.

What I want to do is be able to access it in the story editor. Perhaps atmospheric triggers cannot be accessed this way. In any event, just using "Get GUID" by right clicking the trigger in the trigger menu works fine. I just think it would be more elegant to have the script query the GUID so I can keep track of which atmospheric trigger is which without comparing GUIDs to the trigger. Perhaps this is why the setatmosphere call function requires a GUID and not just the name of the trigger of the form TRIGGER_atmTrigger, or whatever.