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Author Topic: Trigger Insanity  (Read 491 times)

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Mr.BoDean

  • Guest
Trigger Insanity
« on: 23 Sep 2003, 11:52:02 »
Hi All.  This is more of a trigger problem for both an intro and some kill zones, so I'm posting here.
   I've had a working intro scene that just needed some tuning for some of the moving/crashing vehicle scenes. I'm using triggers to switch the cams or activate a camera script (cfollow by J.Gustaffson). I had planned to use the cfollow script for the entire intro, but it seems to get overloaded and not allow one shot after another.
    So  I only replaced a couple of regular trigger cams with the triggered cfollow script. For some freaky reason, the first half of the scene works fine ...20 times in a row. Yet the 2nd half always gets chopped up by a misfiring trigger and/or camera. I've tried using just the in-trigger cam and the scripted version. I've tried deleting and re-creating the trigger. I've tried having it trigger using East Not Present or similar , rather than just the condition TR9done (name of trigger, with TR9done = true in TR9's On Activation), which seems to work fine for all the other triggers.
   But that one &^%$ trigger either doesn't fire at all or fires so briefly with its camera movement you can hardly see what is there. That leaves you flashing back and forth to your soldier view.
  I removed the trigger completely, but then it just made the next 2 trigs mess up. WTH?
  Is my game just f :oked or something? I have a similar issue on another mission with IDENTICAL kill zone triggers where one consistently does not work, though the others do, and one kills repeatedly regardless if you're in it or not.  

    I'm going nuts spending countless hours trying to figure what is wrong with triggers that are identical in nature. Any ideas?

Posting it here ...problem is with TR10   >:(    :(

EDIT: Deleted file, posted updated file below
« Last Edit: 23 Sep 2003, 23:43:19 by Mr.BoDean »

deaddog

  • Guest
Re:Trigger Insanity
« Reply #1 on: 23 Sep 2003, 18:14:18 »
One thing to remember when using global variables as flags, is to define them in the init.sqs first.  Until TR10done (or whatever) is actually set to a value, it doesn't exist.  Therefore, any trigger or script that is waiting on them is trying to check on an undefined variable.  The result can be unpredictable (except for things not working right) :)

Put this is the init.sqs file:

TR10done=false
TR9done=false

etc,etc

Mr.BoDean

  • Guest
Re:Trigger Insanity
« Reply #2 on: 23 Sep 2003, 22:15:47 »
Quote
Put this is the init.sqs file:

TR10done=false
TR9done=false

etc,etc

Okay, righto ...Thanks, dd , I'd forgotten about that . Still strange all of the other triggers worked on the same previously-undefined parameters.   :-\

However, those Kill Zone triggers don't use any such condition. They only use a WEST Present   and

On Activation: "_x Setdammage 1" Foreach thislist

Again, most of those trigs work correctly, but one does not work if you're in a vehicle going fast  and one seems to get stuck in a continuous kill loop, even when you've cleared the trigger. I copied them directly from a well-known mission maker. I'm not sure if it has something to do with the size or shape of the triggers. It uses an outer Warning trig with 2 inner kill trigs.   ???
« Last Edit: 23 Sep 2003, 22:16:28 by Mr.BoDean »

Mr.BoDean

  • Guest
Re:Trigger Insanity
« Reply #3 on: 23 Sep 2003, 23:09:10 »
Hmm.... added the false values in Init.sqs but I'm still having the same problem with that one trigger .... it will usually fire but it's like something is interrupting the camera move or something. i.e., the time period between the previous and next trigger is correct, but the cam is on so briefly and you jump back to soldier view when you should be seeing the move.    Arrgghh.   :(
« Last Edit: 23 Sep 2003, 23:44:05 by Mr.BoDean »