Eclipse4349 Posted September 12, 2020 Posted September 12, 2020 When hosting a multiplayer mission locally, triggers are not getting activated by player aircraft entering a trigger zone, players spawning, players taking off, being killed, or anything else related to a player-controlled aircraft. Triggers are functioning normally for AI aircraft. When searching, I haven't been able to find where this has been reported as an issue, but it has been around for the last several patches, at least. Hopefully it is on the "fix list", because it limits a lot of functionality. I understand, of course, there are always things that must take a back seat due to limited resources.
Eclipse4349 Posted September 21, 2020 Author Posted September 21, 2020 It appears that building ondamage and onkilled functions are also not working on locally hosted (non-dedicated) MP missions.
No_85_Gramps Posted September 21, 2020 Posted September 21, 2020 It's been reported before. The check zone and proximity triggers do not detect player controlled aircraft using the in-game dserver. Last I heard from DED_Rapidus was that maybe later on this year. I was looking for the fix in the last two updates but it has not been implemented yet.
JimTM Posted September 21, 2020 Posted September 21, 2020 (edited) On 9/12/2020 at 11:49 AM, Eclipse4349 said: ... When searching, I haven't been able to find where this has been reported as an issue, but it has been around for the last several patches, at least. Hopefully it is on the "fix list", because it limits a lot of functionality. I understand, of course, there are always things that must take a back seat due to limited resources. The bug report for check zone trigger is here. Not sure about complex trigger translator. Edited September 21, 2020 by JimTM
1CGS -DED-Rapidus Posted September 21, 2020 1CGS Posted September 21, 2020 Yes, this task is worth it, the zone check and proximity on the built-in server do not work for the player who owns the server.
Eclipse4349 Posted September 21, 2020 Author Posted September 21, 2020 7 hours ago, -DED-Rapidus said: Yes, this task is worth it, the zone check and proximity on the built-in server do not work for the player who owns the server. Thank you for confirming! I also tested and found that building damage and destruction are not generating ondamaged or onkilled reports. A counter trigger or even a simple subtitle linked to a building ondamage or onkilled report is not functioning on a player-hosted multiplayer mission or on a single player mission. I can provide the test mission I used if it would be helpful. 10 hours ago, JimTM said: The bug report for check zone trigger is here. Not sure about complex trigger translator. Thanks, Jim!
1CGS -DED-Rapidus Posted September 25, 2020 1CGS Posted September 25, 2020 On 9/21/2020 at 9:19 PM, Eclipse4349 said: I can provide the test mission I used if it would be helpful. Yes, of course, any information and reports with files are always more useful than just a dry report)
Eclipse4349 Posted September 25, 2020 Author Posted September 25, 2020 12 hours ago, -DED-Rapidus said: Yes, of course, any information and reports with files are always more useful than just a dry report) Trigger Test.rar I attached my test mission, to be hosted on a local Multiplayer Dogfight server. Here is a description of the mission flow, expected behavior, and observed results: Mission Flow The player spawns on the runway. An AI plane is sitting to the right, with a waypoint set to activate 60 seconds after mission start. A subtitle that reads, "Player Spawned" is linked to the airfield spawn using the OnPlaneSpawned event. A Check Zone Trigger set to detect allies, with a radius set to 50m, is placed so that the trigger area is just forward of the start location on the runway. A subtitle that reads "Plane Detected" is triggered by the Check Zone Trigger. Expected Behavior A "Player Spawned" subtitle should appear at the top of the screen when a player spawns. A "Plane Detected" subtitle should appear in the middle of the screen when the player enters the Check Zone Trigger while rolling down the runway. The "Plane Detected" subtitle should appear again when the AI plane rolls down the runway. Observed Result The only subtitle that appears is when the AI plane enters the Check Zone Trigger area. *NOTE - The player should spawn and roll down the runway within 60 seconds of mission start - the waypoint for the AI plane activates after 60 seconds. I hope this helps! 1
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