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IDProjectCategoryView StatusLast Update
0003303The Dark ModCodingpublic02.07.2022 15:16
Reportertels Assigned To 
PrioritynormalSeverityminorReproducibilityhave not tried
Status closedResolutionno change required 
Product VersionTDM 1.08 
Summary0003303: trigger_once_entityname doesn't react to dropped items
DescriptionThe description says it does not react to items that are dropped. This should be tested and if so, changed, so that the trigger reacts to such items.
TagsNo tags attached.

Relationships

related to 0002398 confirmedFidcal Add "foreach" to triggers to expand 'call' spawnarg. 

Activities

Obsttorte

Obsttorte

26.01.2013 22:13

developer   ~0005033

Tested it. It really doesn't work. (I used a book).
Obsttorte

Obsttorte

27.01.2013 21:00

developer  

toe_crash.map (12,126 bytes)
Dragofer

Dragofer

02.07.2022 13:27

developer   ~0014940

The entity description does say it only works on entities that can enter the brush on their own, which most likely means actors only. Could be worth testing whether post-KO ragdolls / dropped ragdolls can activate such a trigger brush. Otherwise this would need to become an issue about expanding trigger brushes to react to other entities beyond just actors.
Obsttorte

Obsttorte

02.07.2022 14:38

developer   ~0014942

Is this really necessary. Triggers were originally intented to trigger events when the player enters an area or interacts with something.
Things like an object is in a location can normally be handled via objectives or Stim and Response. We get a lot of redundant systems without adding anything new, imho.
Dragofer

Dragofer

02.07.2022 15:13

developer   ~0014949

Last edited: 02.07.2022 15:14

Testing confirms that only walking AIs, not post-KO ragdolls, can activate a trigger_once_entityname. It's probably fine if that stays as it is, since the description has always stated that only entities that can move into the trigger by themselves can activate it. The player dragging the AI into the trigger is a very different situation which the trigger brush currently can't distinguish from the AI walking into it on its own - so it would be risky for us to retroactively add this feature, possibly allowing for unforeseen behaviour in released missions.
Dragofer

Dragofer

02.07.2022 15:16

developer   ~0014950

Yes I agree, we already have 2 methods of checking whether an entity is in a certain place:
1) objective + location clip
2) Stim/Response

The advantage of doing it via triggers is that it's probably easier to learn and use, but the gain is slim compared to the work, has potential performance implications, and the other 2 methods are well documented on the wiki. So I'll be closing this ticket.

Issue History

Date Modified Username Field Change
26.01.2013 09:33 tels New Issue
26.01.2013 22:13 Obsttorte Note Added: 0005033
27.01.2013 21:00 Obsttorte File Added: toe_crash.map
02.07.2022 13:27 Dragofer Note Added: 0014940
02.07.2022 14:38 Obsttorte Note Added: 0014942
02.07.2022 14:38 Obsttorte Relationship added related to 0002398
02.07.2022 15:13 Dragofer Note Added: 0014949
02.07.2022 15:14 Dragofer Note Edited: 0014949
02.07.2022 15:16 Dragofer Note Added: 0014950
02.07.2022 15:16 Dragofer Status new => closed
02.07.2022 15:16 Dragofer Resolution open => no change required