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Problem getting scenes to trigger with trigger boxes


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Ok so I have this big old excavation quest with a half dozen NPC's following you and making comments on the various things you see and places you go, but for some reason I can't get the scene trigger boxes to trigger properly consistently. I am using the script DefaultStartSceneIfNoCombatTrigScript and I have the trigger actor set to the player, the scene defined properly and do not have set stage conditions for it so they are left default. The script only fires when you ENTER the trigger, but it doesn't seem to fire properly every time. In fact some of the triggers don't ever fire, while a couple always seem to fire. Combat could be a reason in a couple instances but generally as I have entered, there is no combat happening. My only other thought would be that the first character to have a line may be out of range but I don't see any indications anywhere if the scene handler has a certain maximum range or something. Should I be trying to set up a second script to port the first NPC in the scene to a spot nearby but behind the player so that they are definitely nearby when the scene is triggered? I'm at a loss.

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Update: So I think I figured things out. Despite having a script specifically designed to do so, scene do not appear to like being triggered with trigger box entry. They trigger fine via buttons and prefer quest stages, so I set up a second quest as a scene handler and made the trigger box set the stage which I set the stage fragment to move the scene actors to a mark nearby and then fire the scene and it seems to work flawlessly now, so there's an FYI for anyone else wondering

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Aha. Yes I too often have issues with scenes fired via triggers alone.

 

Predominantly all of my important scenes are controlled by stages, but some idle comments and force greets are controlled by triggers. I also trigger via dialogue too.

 

The notion of a separate quest with stages to control all scenes is a good idea.

 

Cheers.

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......

 

..............

 

90+% of my hundreds of scenes in discworld are controlled via my nice handy

 

 

 

Scriptname Disc_SImple_One_Scene_Trigger extends ObjectReference
Scene Property Scene1 Auto
Int Property trig_count Auto
Actor Property PlayerRef Auto
Event OnTriggerEnter(ObjectReference akActionRef)
If akActionRef == PlayerREF
If trig_count==0;
trig_count += 1;
Scene1.start()
utility.wait(0.4)
self.disable()
endi
EndIf
EndEvent
----
IE you are doing something incredibly wrong both of you in setup of the quest or setup of the scene.... the only scenes that I have had issue reports with really are the ones with a metric shitton of crap at the start, which are also the control other NPC onces so it could be either of those two things fubaring it and even then reports are minimal at best
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I have to agree with Darren here. I've had some problems in the past but only because I had two scenes trying to play, and one wasn't gonna play b/c I couldn't have one marked interruptible and another not (it was part of a quest and these two weren't as important to the scene).

 

But it always PLAYS barring any other issues.

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see I seem to still be having issues here. I have one scene that seems to get interrupted by combat before the last character's line, and as a result when I go to talk to him next all he says is that damned line and I can't click on his dialog options. Or in another case I have a quest stage trigger a scene and again damned combat gets in the way. Should I be setting something so that they will go ahead and continue the dialog even if combat occurs? Am I missing an option somewhere?

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