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Custom Trigger wont work no matter what i do TheLayuda 4 hours ago
Im trying to make a companion mod, and so far it all works, dialogues trigger when i want them, altho i am using already existing (autosave or event) triggers to start forced conversations. Problem is, after exiting fort joy, and going to the swamp, specifically after the court room ladder escape route, there arent any usefull triggers that the players will 100% stumble into, so i created my own, and i cant get it to work for the life of me.

Ive placed a box trigger a few steps from the ladder, set it to global and set its distance to 10,10,10. Ive taken its TRIGGERGUID and used it in a script like i would any other and it doesnt work. I tried creating a new save to test it because i know the world state doesnt update when loading, so the trigger might not work on a save that didnt have it from the start, and it still doesnt work. Ive even ticked the "HasGamelpayValue" box, ive fully generated the AI grid, and i wrote "ProcTriggerRegisterForPlayers(TRIGGERGUID_MOD_FTJLadderExit_70313a75-8b91-4ed2-bb80-6037e84714ad);" in the INIT part of my mod script, but nothing seems to work.

I tested the script itself by using a nearby autosave trigger to start the dialogue, and it worked, so the code is 100% working, its just not triggering for whatever reason. Ive tried also using TriggerRegisterForPlayers instead of PROCTrigger... and it still doesnt work. So far nothing i tried workes, and im completely out of ideas. I dont want to give up because i already wrote the documentation for dialogue and got a fried to start voicing it, but i cant get the script to work for the life of me.

Does anyone have any idea what im missing for the trigger to work? Is it possible that it doesnt trigger because you are knocked down when you use the ladder, and the trigger is right there? How do i even test it without creating another completely new save? Ill also write the code i use for the dialogue if it helps anything:

// Courtroom escape of fort joy
IF
CharacterEnteredTrigger(_EnteringChar, TRIGGERGUID_MOD_FTJLadderExit_70313a75-8b91-4ed2-bb80-6037e84714ad)
AND
CharacterIsPlayer(_EnteringChar, _IsPlayer)
AND
_IsPlayer == 1
AND
CharacterGetHostCharacter(_PlayerGUID)
THEN
Proc_StartDialog(1, "FTJ_Andrien_GateExit", CHARACTERGUID_Andrien_001_c78da45f-12f7-46e8-ab91-2a84a24f6acd, _PlayerGUID);


EDIT: i just realised i sent the code with GateExit dialogue, but that is intentional because the gate exit has an existing trigger that works, i just copy pasted the same code, ust changed the trigger. Also i forgot to mention that all my code is in one script file, would it be smart to seperate event/dialogue scripts and gameplay scripts? Maybe also seperate a script for a quest later down the line when i get to it?
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RPG Chat Jump to new posts
Re: Development of Tactical RPG game using the GaaS + Live Ops model MoloF 7 hours ago
Over the weekend, I ran into issues with development speed and documentation management. I realized that a game of this scale is already causing delays and will simply grind to a halt by the middle of development. I’d already encountered this problem with another game I was working on in parallel, and now it’s become even more apparent with this one.

---

I decided to develop a universal service that would manage documentation, write to a vector database, and maintain a close connection with development via MCP. With this, I wanted to solve the following problems:

- Development speed shouldn’t degrade significantly over time
- The context for completing a task should be clear and narrow; there’s no need to drag the entire project into it just to solve a single problem
- High-level documentation should be kept separate from low-level development; requirements exist separately and are approved from above, while development details must comply with those requirements
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