I used to exclusively use triggers, but recently it seems that this system has been failing me. For months, I had no problems with testing, but recently they started breaking and would only work when I switched to area transitions. Has anyone else noticed this problem?
I'm considering changing all my area transition conversation starters to the on enter script. Thoughts?
Starting conversations after area transitions - triggers or on enter script
Débuté par
M. Rieder
, août 18 2011 08:54
#1
Posté 18 août 2011 - 08:54
#2
Posté 18 août 2011 - 09:24
I would look at whatever is done in the OC. It has so many conversations there must be some examples.
#3
Posté 18 août 2011 - 10:06
M. Rieder wrote...
I used to exclusively use triggers, but recently it seems that this system has been failing me. For months, I had no problems with testing, but recently they started breaking and would only work when I switched to area transitions. Has anyone else noticed this problem?
I'm considering changing all my area transition conversation starters to the on enter script. Thoughts?
It's odd that the triggers would stop working. Have you patched your game? Is the trigger's On Enter script still running?
#4
Posté 18 août 2011 - 11:11
Prior to patch 1.22, if a party member spawned directly onto a trigger after an area transition then the trigger didn't fire. That's why I tended to paint conversation triggers a few steps away from the spawn point. Since I manually patched to 1.22, spawning directly onto a trigger now works. I can't vouch for how it behaves in 1.23 (I wouldn't think they'd have reverted, not deliberately at least).
Triggers in general can be a bit unpredictable in the game though. They might fire 90% of the time, but there always seems to be that 10% of times where the player passes right over the trigger without it firing. Murphy's Law suggests that those failures will occur more often for triggers that are essential to advancing the plot. At least the OnEnter script is more reliable.
Triggers in general can be a bit unpredictable in the game though. They might fire 90% of the time, but there always seems to be that 10% of times where the player passes right over the trigger without it firing. Murphy's Law suggests that those failures will occur more often for triggers that are essential to advancing the plot. At least the OnEnter script is more reliable.
Modifié par DannJ, 18 août 2011 - 11:12 .
#5
Posté 18 août 2011 - 11:19
rjshae wrote...
It's odd that the triggers would stop working. Have you patched your game? Is the trigger's On Enter script still running?
It disturbs me that two triggers suddenly stopped working in such a short period of time. I would suspect a problem with the script, but it is one that I finalized months and months ago and it seems to be working in other places. I'll double check it, though. Furthermore, in one of the areas where the conversation was firing, the script did fire. There didn't seem to be anything wrong with the convo because once I switched to the on enter script, it worked. I wonder if somehow the object identifiers just didn't work in that one instance.
Modifié par M. Rieder, 18 août 2011 - 11:20 .
#6
Posté 19 août 2011 - 02:47
Spawning onto a trigger is an unreliable method and should be avoided.
Like you, I had numerous triggers the player would spawn into. I have changed all to on client enter scripts and have experienced no issues.
Like you, I had numerous triggers the player would spawn into. I have changed all to on client enter scripts and have experienced no issues.
#7
Posté 19 août 2011 - 08:08
Thanks Shaughn. That's the advice I needed. I have quite a few to change, but if necessary, I will.





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