I'm very sorry NinjaNali, you were right all along.
I just did this as it was asked to me, and as a scripter I try to find out if the actors have already that function. The trigger function wasn't in the CTFFlag actor, and FlagBase neither (where you set the triggering event).
The function resposible by that triggering is once again the gametype itself, more specifically, "CTFGame" actor.
There are several triggering functions in that actor, and the function responsible for triggering the FlagBase event is:
if ( theFlag.HomeBase.Event != '' )
foreach allactors(class'Actor', A, theFlag.HomeBase.Event )
Still, my trigger has its advantages over this method, and its disadvantages:
ADVANTADGES: My trigger is independent of the flags, so you can place as many flags you want with just one trigger resposible for them.
DISADVANTAGES: My trigger is timed, it refreshes its state each 0,1 seconds, because the base of this trigger is checking the score each 0,1 seconds, when the score changes, a flag was scored, so the trigger activates, this means when you scor, the trigger can activate the stuff right after or in a max delay of 0,1 seconds.
Why did I timed it instead of "tick" it? Yeah, it would be instant triggering with tick, but much much more resource demanding, and as a scripter I always think in performance.
So, if someone finds it usefull (what I really doubt now), go ahead and download it and use as you want.