Here's something you may not know; that warping is causing a lot of triggers that a player may only cross once, to never fire.
I noticed this last month that a key conversation didnt fire right before a permanent exit from the area, and the journal entry never finished (it was in that conversation). So I changed the trigger to be MUCH larger figuring you cant warp that far over it. Player teste reported the same thing. I changed the journal to update on the exit and move on.
I now have the same issue in a different area from a different player... they walked through the cavern and the first time the HUGE trigger did nothing and they were lost. THe 2nd time it fires.
Knowing this I've been using debugmode on while I test other campaigns. I am missing triggers to as the party "floats" over them, usually a brief movement hiccup. So bug reports are going and coming out that aren't anyones fault but the publisher company. I had this issue in Trinity and Live Forever to name a few.
Who is aware of this?
If you are now, what do you think you can do?
I can't see rewriting a 2 year campaign to use no triggers, but I dont see how a script can fix this: its not an issue with the trigger not firing its an issue of the player warping around and missing it. Even making huge triggers doesnt solve it. How can anyone make a game with a core function like movment so buggerd up? True my campaign is done but its not passing the "pretest" at all this way. I see no alternative to triggers that doesnt involve tracking the players position. Nor should I have to, right?
Modifié par Eguintir Eligard, 03 septembre 2010 - 03:34 .





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