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Block Trigger - Is it broken?


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#1
Friar

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Is the block trigger broken or have I simply misunderstood what it is designed to do?

 

I assumed that if I wanted to create a road guard that doesn't let the PlayerCharacter pass they fulfill a journal entry then I should use this trigger. I figured this would transport the player back to a WayPoint and then I could have a guard say "Get Back!"

 

Seems I figured wrong, or did I?



#2
kevL

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in the stock 'Block Trigger' blueprint the script fires onExit - that could be the issue


also, the script 'gtr_block_trigger' itself looks for a global_int "blocked==TRUE" and if that was not set it bails. ( sVar )

and if the waypoint ( sWP ) is not valid, it bails.

Once those conditions are met, it should fade to black, clearActions, jump to waypoint, fade from black.


if sSpeaker is blank, it plays a barkstring by default. Lastly it can start a conversation. It looks like it needs tweaking: along the lines of moving the script to the onEnter slot, or perhaps using the onEnter slot to check for your journal entry and using that to toggle the state of the global "blocked" variable.



#3
Friar

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Okay cool,

- I usually over scrutinize my WP and other tags. So this is ruled out.

 

-The onExit misplacement was also something I noticed, but I fixed it first before I posted here.

 

-I think your second suggestion may be where I am getting stuck, where you mention the global_int.

I will look at that more specifically, but I have a feeling that this problem may be solved.