View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0005319 | The Dark Mod | Script/Def | public | 03.08.2020 13:56 | 10.01.2021 19:55 |
Reporter | Dragofer | Assigned To | |||
Priority | normal | Severity | normal | Reproducibility | always |
Status | new | Resolution | open | ||
Product Version | TDM 2.08 | ||||
Target Version | TDM 2.10 | ||||
Summary | 0005319: Trigger_multiple stops working if AI stops moving | ||||
Description | As discovered by VanishedOne (https://forums.thedarkmod.com/index.php?/topic/20475-dragofers-scripting/), trigger_multiple brushes only get activated by moving AIs. When an AI walks through a trigger_multiple brush, the trigger_multiple brush regularly triggers its targets. If the AI stops inside the brush, the trigger_multiple stops triggering. This is different for the player: for the player, it doesn't matter whether he's moving, the trigger_multiple always works. | ||||
Steps To Reproduce | I've attached a test FM (map name: test.map) with the player and a neutral AI standing on 2 different boats. The AI walks into a trigger_multiple brush, activating a presence lamp. When he waits (path_wait), the lamp switches off. When he starts moving out of the trigger_multiple brush, the lamp switches on again until he's left the brush. | ||||
Additional Information | The current implementation of my Lost-City style presence lamps (see linked thread) relies on trigger_multiple brushes, so currently they don't work with AIs. | ||||
Tags | No tags attached. | ||||
Do we know if there are any missions that rely on this buggy behavior? It is a little risky to modify this in the middle of 2.09 beta. |
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If the FM database could be searched for any missions that contain entities with certain combinations of spawnargs, then it could maybe be narrowed down enough for a mapper to manually check the missions whether they need the curent buggy behaviour. Any of these values for "classname": "trigger_entityname", "trigger_facing", "trigger_multiple", "trigger_presize" + "anyTouch" "1" Any of these values for "classname" might also be interesting on their own, regardless of combination: "trigger_inactivity", "trigger_random" |
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Maps that use "trigger_multiple (thus far): NHAT (anoott) Winter Harvest Business as Usual Patently Dangerous "Prologue" Tears of St Lucia (Strangely, I got 2 different results when grepping my Dev and Beta fms folders... ) |
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Thanks, though there are also variants of trigger_multiple (see previous post) that would be good to check for since they may share code. | |
Date Modified | Username | Field | Change |
---|---|---|---|
03.08.2020 13:56 | Dragofer | New Issue | |
03.08.2020 13:56 | Dragofer | File Added: trigger_multiple.pk4 | |
29.12.2020 03:50 | nbohr1more | Note Added: 0013305 | |
29.12.2020 09:01 | Dragofer | Note Added: 0013306 | |
29.12.2020 09:02 | Dragofer | Note Edited: 0013306 | View Revisions |
29.12.2020 10:27 | Dragofer | Note View State: 0013306: private | |
29.12.2020 10:28 | Dragofer | Note Edited: 0013306 | View Revisions |
29.12.2020 10:28 | Dragofer | Note View State: 0013306: public | |
02.01.2021 18:19 | nbohr1more | Note Added: 0013347 | |
02.01.2021 20:50 | Dragofer | Note Added: 0013349 | |
04.01.2021 20:23 | Dragofer | Target Version | TDM 2.09 => TDM 2.10 |