PDA

View Full Version : Triggers Stop working?



legacy-Nagashi
08-07-2005, 08:09 PM
Ok I built a trigger (TT_shoot) that triggers an scripted trigger which causes a sound and triggers a mover.. it works fine for every other weapon in primary or secondary fire then quits when hit with the flak cannon in primary or secondary fire? TriggerRepeat set to zero as I want it to be infinitely usable and TriggerDelay at zero. IntiallyActive=True. I haven't come across this problem before do you think it might be corrupted during the build all process? Any ideas what may be causing this to malfunction? It does occur in single player and online play. Thanks for your advice in advance.

legacy-Nagashi
08-08-2005, 03:31 AM
bump#

-=¤willhaven¤=-
08-08-2005, 08:53 AM
Try setting a re-trigger time that is as long as your mover movement sequence. Basically, time your mover and sounds and what not and figure out the minimum length of time you want before you can trigger the sequence again and set the re-trigger time to that.

What is probably happening is that the flak cannon shoots multiple pieces (7 I think) and they are all probably triggering it in quick succession. That may be causing the problem.

legacy-Nagashi
08-09-2005, 02:42 AM
OK good deal I will give that a shot and what you say makes perfect sense, thank you for the suggestion and I will post back if it works or not. Thanks again!

legacy-Nagashi
08-09-2005, 03:21 PM
Ugh.. no go with that I even stretched the timing out three times as long for the re-trigger. If I just trigger the mover using a normal trigger set to tt-shoot it works fine repeatedly with no problems but once I set it up as an AI trigger no go, the flak cannon still destroys the effect. I have tried with and with out sounds and as above variable times for trigger reset. I have also tired using to "normal" tt-shoot triggers to get the same effect and the mover trigger will work fine but the AI sound trigger gets destroyed by the flak cannon as well grr.. very frustrating spent literally hours trying to figure this one out.

Angel_Mapper
08-09-2005, 03:33 PM
Can you post the actions for your scripted trigger?

legacy-Nagashi
08-09-2005, 07:05 PM
I tagged the "event" in the trigger to "ded" the object name and actual tag name of the trigger is Trigger1. The external event in the AI trigger is called ded and in the event of the trigger1 is named ded. I believe this is the correct way of doing it as it does work for all weapons except the flak cannon. I did notice that when I added a text mesage to the trigger it displayed the message several times at once when hit with the flak cannon and though the flak cannon would negate the effects of the triggered events it would however continue to display the "text" message when hit with any weapon.. wierd.. grr.. Thanks for helping and taking interest I really really appreciate it.
http://xcessiveforce.org/images/actions1.JPG

http://xcessiveforce.org/images/actions2.JPG

Angel_Mapper
08-09-2005, 07:56 PM
I'd move the TriggerEvent to before the PlaySound, and have a WaitForTimer after the PlaySound.

legacy-Nagashi
08-09-2005, 08:25 PM
Ok I did try and switch those events but did not try applying the waitforevent how should that be handled?

Angel_Mapper
08-09-2005, 08:32 PM
Here's the order you should do it:

WaitForEvent
TriggerEvent
PlaySound
WaitForTimer - delays it so that it doesn't keep triggering, however long it takes for your mover to get back to its original position.
GoToAction

legacy-Nagashi
08-09-2005, 08:50 PM
Ok I did that! I set the waitfortimer for an exaggerated time of 10.0 it worked using the flak cannon appx 5 times then quit working so.. I set the waitfortimer to 20.0 it worked once after using the flak on it! GAH!!!!!!! I must be doing something horribly wrong somewhere. This is before and after buildall too! So what I am going to do now is set the AI triggering trigger to playerproximity and rebuild the area to accomodate it and use a tt-shoot trigger attached to the mover itself to get out of the area the mover allows you to get into. hmm... . Big thank you for helping and if you have any other suggestions I am open to those as well. I did try it with and with out the sound event and same deal flak cannon destroys the function.