ravenbb 1 Posted February 18, 2016 I've notice the trigger won't work when the mission is hosted on a dedicated server, is this a known bug? Share this post Link to post Share on other sites
Jackal326 1179 Posted February 18, 2016 What trigger? Does it only affect certain conditions, or all triggers? Could you be any more vague descriptive? Share this post Link to post Share on other sites
ravenbb 1 Posted February 19, 2016 Ok it seems it's the eden triggers that don't work on dedicated servers, that's both local and goble when setting them up as present & non present active. Old missions with the 2d editor triggers work fine. Here is the mission, I'm testing this one , I've also tested other missions, the triggers don't work. http://steamcommunity.com/sharedfiles/filedetails/?id=626973196 Thanks for your response. Share this post Link to post Share on other sites
JasperRab 26 Posted February 20, 2016 Can confirm, We got the same problem, Triggers wont activate when mission is loaded from Eden. 2D editor still works. It looks like that the trigger gets a reset, if you check a triggers activations it will be ["NONE","PRESENT",true] even when i set it to ["WEST","PRESENT",true]. Also had the same with scripted created triggers. Hope someone can help us with this. - Jasper Share this post Link to post Share on other sites
hartzie 10 Posted February 20, 2016 I can confirm this issue. As long as the feedback tracker is not available this is the only way to make ppl notice. Triggers activation setting will be set to: ["NONE","PRESENT",true] despite how you set it. Scripted triggers behave the same way. I can confirm the localization to dedicated Linux and Windows build on current stable version. This bug does not appear under the 2D editor, only in the 3D editor. Share this post Link to post Share on other sites
JasperRab 26 Posted February 20, 2016 Ok, Did some testing today. It seems like that the triggers Activation gets reset for the client only. It's still ok for server. I made a little test mission in the VR would be great if someone else could try it on their machine. It got an trigger named myTrigger about 1 meter in front of the player. Activation, Type : NONE Activation : BLUFOR Activation Type : Present Repeatable : Ticked on ACT, hint "HELLO WORLD!"; diag_log "HELLO WORLD!"; diag_log (triggerActivation thisTrigger); When in local hosted MP, You run through the trigger you get the hint, diag_log, and diag_log triggerActivation from trigger. When in dedicated server, You run through the trigger, you get NO hint, NO diag_log and NO diag_log triggerActivation from trigger on client side. You get both diag_logs on server log. 13:13:25 "HELLO WORLD!" 13:13:25 ["WEST","PRESENT",true] But when you check the trigger's activation with, triggerActivation myTrigger, ["NONE","PRESENT",true] Hope someone can reproduce this problem and hope we can fix it ;) Test mission download -> HERE -Jasper Share this post Link to post Share on other sites
Nikander 123 Posted February 20, 2016 Hope someone can reproduce this problem and hope we can fix it ;) Yes, easy to reproduce and confirmed this behavior with dedicated server after 1.56 update. I suspect this is related to player object locality, because the respawn tent functionality appears to be broken as well on dedicated server. Nikander Share this post Link to post Share on other sites
dachs 14 Posted March 1, 2016 Aha, that explains it, I just wish I'd seen this thread a couple of days ago! Been having a ball with a trigger working just fine in hosted MP, but firing right at mission start when running on a dedicated. Almost like it ignores the condition field. Guess we'll have to wait for an update then. Link to my probably related trigger problem: https://forums.bistudio.com/topic/188648-trigger-fires-prematurely-at-mission-start-on-dedicated-server/ Share this post Link to post Share on other sites
TreeSlayer 0 Posted March 1, 2016 yea same here thought i was stupid but sometimes they dont work for me either Share this post Link to post Share on other sites