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ELiTe

Overlapping Triggers?

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Hi there.....

I came across this last night, and I didn't know if it's actually a bug in the game. I have v1.29beta here.

This is the scenario here:

I have 2 triggers over the SAME area. First one is set to detect for the presence of WEST, and if they are, end the game (win). The 2nd one, exactly the same dimensions, but now detect for the presence of EAST, and for the player to LOSE.

Yeah this mission is kinda like a race, to see who gets to the object first... the player (US troops) must get there before the Russians do, or else.... *cue doomsday music*

Well the thing is, seems like both triggers cancel each other out... none of them activates even with east or west troops being present....

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Question. Do you understand that the player(s) must be in the trigger area AND be seen/detected by WEST/EAST for the trigger to fire?

Also, please explain it a bit better. It sounds like the old "Heads I win, Tails You lose" scenario.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from Thundercok on 12:10 pm on Nov. 8, 2001

Question.  Do you understand that the player(s) must be in the trigger area AND be seen/detected by WEST/EAST for the trigger to fire?<span id='postcolor'>

Naturally.

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Also, please explain it a bit better.  It sounds like the old "Heads I win, Tails You lose" scenario.<span id='postcolor'>

Hmmm okay lemme try again.

Scenario: Downed Chopper, contains secret docs. US and Russian trying to reach chopper first.

Trigger A: Detects WEST being PRESENT, type is END#1 (ie, Player wins)

Trigger B: Detects EAST being PRESENT, type is END#2 (ie Player loses).

Dimensions of both triggers EXACTLY the same. They are placed EXACTLY over each other, over the downed Helo.

So, whichever side reaches the chopper will trigger the correct trigger - or so I thought. In actual play, none of the triggers fire. I tested by being both West and East, and going up to the chopper. NOTHING triggered. No end credits.

I'm just asking if this is a BUG, or was it intended to work this way, ie triggers cannot overlap?

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the triggers shouldn't do that at all. hae u tried grping the triggers with the right teams?

or u can make it activate after all of the team r inside it.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from Rob on 11:29 am on Nov. 8, 2001

the triggers shouldn't do that at all. hae u tried grping the triggers with the right teams?<span id='postcolor'>

No, but thanks for the idea, I will try that tonite.

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">or u can make it activate after all of the team r inside it.<span id='postcolor'>

I tested last night by removing ALL groups, and the map containing only me (the player) on the side of WEST, the 2 triggers and the helo.

Even when I walked blantantly up to the helo, none of the triggers fired. I even increased the size of trigger A (to detect WEST for a win) to about 3 times larger than trigger B, but still, no reaction.

The moment I move the triggers out from under each other, ie none of their circles are touching each other, they work. ^#@%@

However, I will also go on and note that all these happened in the Mission Editor under PREVIEW mode..

(Edited by ELiTe at 5:03 pm on Nov. 8, 2001)

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Can't remember where...

but I heard some other people having problems with triggers in 1.29. Perhaps you should reinstall with 1.27 then test?

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Update:

I re-tested everything and the triggers still didn't work. Thinking that I might indeed have to reinstall v1.27, I gave a last shot - I cleared the whole map, and re-did the same mission and saved it under a different name.

When I did that, the triggers WORKED! It's so strange, I can't explain it. I would tend to believe it must be very likely to be a bug in the beta.....

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