How to make a GUITexture and its trigger disappear

Just what the title says! I will post two different scripts, because they are both doing different things…? One is calling a NullReference I believe when I run back through the trigger, and the other displays it. What I want to do is disable the trigger after the GUITexture already displayed. (:

#pragma strict

    private var somethingElse : GameObject;
	var textAppear : GameObject;
	        
    function Awake(){
      	textAppear.GetComponent(BoxCollider).enabled = false;
        somethingElse = GameObject.Find("GuiMarker_1");
        somethingElse.gameObject.SetActive(false);   
    }

    function OnTriggerEnter (other : Collider) {
	
		textAppear.GetComponent(BoxCollider).enabled = true;
            
              if(other.gameObject.tag == "Player"){
       		somethingElse.gameObject.SetActive(true);
       		
       	 	yield WaitForSeconds(5.0);
       	 	somethingElse.gameObject.SetActive(false);
       	 	}
        
    }

   #pragma strict

    private var someText : GameObject;
    private var someOther : GameObject;

    function Awake(){

        someText = GameObject.Find("Hint2");
        someText.gameObject.SetActive(false);
        someOther = GameObject.Find("WASD");
        someOther.gameObject.SetActive(false);
        
    }

    function OnTriggerEnter (other : Collider) {

        if(other.gameObject.tag == "Player"){
            someText.gameObject.SetActive(true);
            someOther.gameObject.SetActive(true);
            yield WaitForSeconds(10.0);  // Wait for X seconds then turn off the gameObject
            someText.gameObject.SetActive(false);
            someOther.gameObject.SetActive(false);
        }
    }

Hi,

I don’t know how actually disable the trigger, but what if you try to chek if text object is active already, and if it is not - then show the text. something like
GameObject.activeInHierarchy

function OnTriggerEnter (other : Collider) {

    if(other.gameObject.tag == "Player"){
        if (someText.activeInHierarchy == false && someOther.activeInHierarchy == false){
            someText.gameObject.SetActive(true);
            someOther.gameObject.SetActive(true);
            yield WaitForSeconds(10.0);  // Wait for X seconds then turn off the gameObject
            someText.gameObject.SetActive(false);
            someOther.gameObject.SetActive(false);
        }
    }
}

To do this just make a counter, add 1 to it when you enter the trigger and create an if statement to display when it’s equals 0.

   #pragma strict

    private var someText : GameObject;
    private var someOther : GameObject;
    private var something : GameObject;
    private var counter : int;

    function Awake(){

        someText = GameObject.Find("Crouch");
        someText.gameObject.SetActive(false);
        someOther = GameObject.Find("Hint5");
        someOther.gameObject.SetActive(false);
        something = GameObject.Find("MonsterTrigger");
        something.gameObject.SetActive(false);
        counter = 0;
    }

    function OnTriggerEnter (other : Collider) {
        if(other.gameObject.tag == "Player"){
        	if(counter == 0){
            someText.gameObject.SetActive(true);
            someOther.gameObject.SetActive(true);
            something.gameObject.SetActive(true);
            counter = 1;
    	 	yield WaitForSeconds(10.0);
            someText.gameObject.SetActive(false);
            someOther.gameObject.SetActive(false);
            }
        }
        
    }