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3D Editor EDEN Trigger Problems?

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Are triggers generally bugged for infantry also?

I have some triggers for tasks working one minute then later they aren't working..

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Hello,

 

i was changing my mission and i notice that was one message in 2D editor, that 2d editor will be removed, so with that i need to move my mission to 3d editor.

Okay when i try to open it i got one error, i found the solution by adding one NPC.

After doing that, it was everything okay because i have opened the mission and made some changes etc..

But when i set it running in my server i notice that triggers are not working, i have triggers for safe zone messages, triggers for vehicle speed limit, and some more, but they are not working at all with 3d mission file, i try to save the file without compilation but the problem remains, what should i do? trigger problem will be fixed in the next updates or something? 

 

Im running one Altis Life Server and i don't want to lose all my job when the 2d editor got removed...

 

I have reply to one topic this one ( https://forums.bistudio.com/topic/188330-trigger-issues-in-eden/) it's almos the same but i got no answer, so i decide to create my own, because i saw some more people with the same problems in Altis Life forums but no one can tell us what to do.

I hope that some DEV can tell us something about this problem.

 

Thanks for your attention.

And sorry if i post this in the wrong section.

 

 

 

 

hello there man you dont have what to afrid lose your job i find some fix but that more good from all the debug consle and stuff 

 

what you have to do only take the mission how she without edit that or something mark all the npc and markers on your map then perss Ctrl+C then then you need to open agian new clean map in the editor then you press Ctrl+V and paste all the npc matker or whatever was in your mission.sqm them you save as it with whatever name you want copy pase the new eden editor mission.sqm the the root filefolder in you mpmission start the server and you will see everthing working for me that working...and them you an rdit for how much do you want and what ever you want add remove put new feel free

 

 

sorry about my bad english if someone need help you can try find me in my ts: 176.9.77.12

 

my name is ron you can find me there

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Anyone else still getting erratic trigger behavior in Eden since the 1.60 hotfix?

 

I was in the middle of building a mission when I got the update, and am having trouble with triggers set to fire to a group owner and its members. Reproducibility is something I will have to check, because the effect is different between two triggers in my mission that do the exact same thing--detect presence (as stated, to group members) and sync to create-task and set-task-state modules. No hosting test was done pre-1.60, as nothing was finished.

 

All triggers worked as intended in SP editor test, and host-side in MP editor test. Erratic behavior is when MP hosted on non-dedicated.

 

Trigger1 issues: (presence of any member of sync'd group, playerGroup)

Works perfectly and as intended at first. Then, 45 minutes into the mission, the task suddenly re-creates, re-assigns, and re-completes many times over and then stops.

 

-Am I correct in thinking this is solved with an isServer condition added to the trigger, where I am getting a client-side delay that decides later to run the trigger activities?

 

Trigger2 issues: (" ")

Does not work at all, whether client or host presence within trigger perimeter.

 

It should also be noted that the two triggers are in no way linked via create-task or set-task-state modules, and a client was in the "player" designated slot, host (me) in a "playable" slot in the same group.

 

EDIT:

 

Trigger3 issues: (checks if an AA squad named groupAA is !alive, syncs to tasks; other params set to none/none)

This single trigger is depended upon to both "succeed" one task and "create" another with sync'd modules. However, I can only get this to work when I copy/paste the trigger, and sync both to the same modules. Issue present in all play modes.

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Yes, having problems getting AI to blow objects up but more importantly getting them to retreat to a marker after taking a beating.

Was creating a trigger with an area for counting enemies then creating a further trig using condition: {alive _x} count list whatever other triggers called <=add whatever number you want

Then activation: {_x domove (getMarkerPos "fallback")} forEach list whatever other triggers called;

 

All they do is move straight to the marker when beginning the mission now.

I found a forum where someone said Eden needed to have something like 'AI [] Spawn' in front of the activation and it worked perfect but I managed to lose the mission!

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