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Author Topic: An original BIS bug?  (Read 566 times)

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Offline The-Architect

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An original BIS bug?
« on: 03 May 2004, 23:10:57 »
Try and make a intro with an editor "End" trigger. Have a countdown from 200 plus seconds. Does it work?
It doesn't for me.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline Chris Death

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Re:An original BIS bug?
« Reply #1 on: 04 May 2004, 06:31:51 »
hmm - i haven't tried yet, but why would one need that  ???

Maybe it's because it's 7 am over here and me can't think clearly
atm, but i really can't imagine what sense a 200 secs countdown "END" trigger would be used for in an intro (or outro).

~S~ CD
« Last Edit: 04 May 2004, 06:33:07 by Chris Death »
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Offline h-

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Re:An original BIS bug?
« Reply #2 on: 04 May 2004, 08:01:34 »
The countdown starts AFTER the trigger is 'fired'...

And I don't see reason for countdown either...
The end trigger I use always (not done this in a while though):

Type:End#1
Condition: theVariableThatEndsTheScene

Then, in the script once you have faded out and destroyed the camera set that 'thevariableThatEndsTheScene' to true...

If you are not using the intro section of the editor, this info is irrelevant...
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Offline The-Architect

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Re:An original BIS bug?
« Reply #3 on: 04 May 2004, 18:25:43 »
The trigger is triggered at the start of the cutscene and then 200 or so seconds later the intro ends. That's what I mean.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline h-

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Re:An original BIS bug?
« Reply #4 on: 04 May 2004, 22:06:04 »
Why?

I think Loup-Garou (or did I remember correctly?) is the only one I have ever 'seen' suggesting anything like that...
You don't need to do it that way... Never seen anyone do that...

But to answer the question that does it work: yes it does... (at least it should)


If you are using numbers instead of booleans to set the variable that triggers the trigger the variable needs to be set to an initial value, so if you have a variable true when it's set to 1 the variable needs to be 'initialised' by setting it to 0 first...
Penta-check that you are doing the stuff in the intro page of the editor.

Can't think of enything else atm...  :-\
Maybe you should reveal us more about the trigger/etc stuff...
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INFORMATIVE THREAD TITLES PLEASE. "PLEASE HELP" IS NOT ONE..
Chuck Norris can divide by zero.

Offline Chris Death

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Re:An original BIS bug?
« Reply #5 on: 06 May 2004, 12:02:25 »
errm - The-Architekt;

first: i'm still in the same meaning like HateR_Klint (or he's
in the same meaning as me  :D ) when it comes to the necessarity
of such a trigger...

...but:

I've tried it out, as me got some thinks about why it doesn't
work for you.

A trigger being triggered by whatever, including a countdown
of whatever seconds, + type end#1 - does work.

Two things can cause that you feel it doesn't work now:

1) - the condition for what the trigger has been triggered
is nomore true after 200 (OFP) seconds

e.g: trigger has been triggered by a unit's presence but unit
has left the trigger area within these 200 seconds

2) - 200 seconds in OFP is not 200 seconds in real life
Even more i reckonn'ed during a CAS script/dialog, that:

a delay of 20 seconds (~20) was much longer than
~10 (hmm - i hope i can explain in english what i mean here)

Normally you would say: ~10 is 10 seconds and ~20 is 20 seconds = 10 * 2
But thats not been the case

~10 was very short
and ~20 was like 40 seconds or so - dunno why but it happened

Now imagine that on a 200 seconds countdown


I'm gonna make some tests for a 200+ countdown later when
back home from work.

:edit - i've just made a test (before going to work i have had 200 +
seconds time left  ;D
And the result was:

201 seconds countdown (OFP time) is exactly 201 seconds in real
world.
I've made a trigger type end#1 with the condition 'whateva'
Then i've made a radio-alpha trigger - onActivation: whateva = true

Also i've made triggers, depending on the same condition as the
end#1 one (whateva) to cover every 30th second displaying
a hint message. 30 - 60 - 90 - 120 - 150 - 180

Each hint was showing up + after exactly 201 seconds the game
did end.

Now i came to the conclusion that your trigger doesn't work because
of what i explained at: 1) condition is nomore true after 201 seconds
in your intro.

Unfortunately i've been doing that in mission and not intro, so
i'm gonna have to wait for further tests until i'm back home from
work now.

~S~ CD
« Last Edit: 06 May 2004, 12:47:03 by Chris Death »
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Offline Chris Death

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Re:An original BIS bug?
« Reply #6 on: 06 May 2004, 14:53:24 »
OK, you know what?

Before i went to work i've made one last try (came 10 mins to
late to work - lol).

Intro:

In the player's init field i said: endintro = 0

Then i made a trigger:

condition: true
onActivation: endintro = 1

And another trigger:

countdown: 201 - 201 - 201
type: end #1
condition: endintro == 1

I started the intro and 3 minutes 21 seconds later the intro
has ended.

I've attached the mission to this post, so that you can try it
out for yourself - let's hope the mission name doesn't sound too
scary to you  ;D

Just put it into your usermissions folder, switch the editor
to intro and hit 'preview'

3mins 21 secs later you'll find yourself back in the editor

~S~ CD
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

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