View Issue Details

IDProjectCategoryView StatusLast Update
0005319The Dark ModScript/Defpublic10.01.2021 19:55
ReporterDragofer Assigned To 
PrioritynormalSeveritynormalReproducibilityalways
Status newResolutionopen 
Product VersionTDM 2.08 
Target VersionTDM 2.10 
Summary0005319: Trigger_multiple stops working if AI stops moving
DescriptionAs 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 ReproduceI'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 InformationThe 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.
TagsNo tags attached.

Activities

Dragofer

Dragofer

03.08.2020 13:56

developer  

trigger_multiple.pk4 (236,716 bytes)
nbohr1more

nbohr1more

29.12.2020 03:50

developer   ~0013305

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.
Dragofer

Dragofer

29.12.2020 09:01

developer   ~0013306

Last edited: 29.12.2020 10:28

View 3 revisions

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"
nbohr1more

nbohr1more

02.01.2021 18:19

developer   ~0013347

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... )
Dragofer

Dragofer

02.01.2021 20:50

developer   ~0013349

Thanks, though there are also variants of trigger_multiple (see previous post) that would be good to check for since they may share code.

Issue History

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