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apprentice
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OP
apprentice
Joined: Nov 2017
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First, thank you to everyone who helps newbies like me in these forums, the answers and examples have been very useful so far.
I have successfully laid out some box triggers in an adventure mod that initiate dialog and SetOffStage calls, but they only seem to work in testing mode within the engine. When I publish and load the game, none of the triggers work. I've made sure to use TriggerRegisterForPlayers, Generated/Reloaded/Rebuilt/Generated AI to make sure that my changes are there, but still no luck.
Is there some global setting or script I need to use to activate the triggers when the adventure is loaded into the game?
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old hand
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old hand
Joined: Dec 2013
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This can happen sometimes on account of some subtle differences in the execution of level loading and other story elements between editor testing and the real game, along with some possible differences in character creation. Maybe the best thing would be to post an example of one of the goals that isn't working and we could think about what might be causing the discrepancy.
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apprentice
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OP
apprentice
Joined: Nov 2017
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None of the triggers appear to work in game, but this is the first Trigger the players come upon, it works when testing in the Engine, but not when loaded in the game after publishing:
IF CharacterEnteredTrigger(_character, TRIGGERGUID_SurtaTalkTrigger_9e7bfe55-09d9-4128-8959-a6177ec3350f) AND NOT CharacterIsDead(CHARACTERGUID_Surta_915962bf-9147-4790-8897-fc26889c9c94, 1) THEN DisplayText(CHARACTERGUID_Surta_915962bf-9147-4790-8897-fc26889c9c94, "...help...heeelllp..");
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member
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member
Joined: Nov 2017
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When do you register this trigger? Is this trigger a Local or a Global? Where is it located?
My first guess is like Windemere's - that the trigger is loaded when you test it in the engine (because you load straight to the relevant level) but not in-game (because there's the character creation level and such first).
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