I'm not sure where this is supposed to go, but something's wrong with how TriggerType's value are labeled.
You know that Polar Bear easter egg from Romanov on the run?
In order for its trigger to enable, another trigger checks for the set of 4 locals.
According to its trigger type 0 (OR one time) one would think only one local needs to be set to enable the easter egg.
However, testing has concluded that for the easter egg to enable, ALL locals must be set. Which doesn't make sense if the trigger Type is OR one time, and has multiple local-checks as its events.
I'd have thought type 1 (AND one time) is the one that elicits such behavior?
Does the game make an exception for triggers that check for whether or not locals/globals are set/cleared and requires them all to be met or this just an error in the labeling of the Type for YR?
EDIT 1: ok, setting the trigger type to 1 (AND one time) makes the trigger in question not fire at all, even when all conditions are met.
EDIT 2: Trigger type 2 (OR repeating) is the same as 0, except that it repeats. QUICK_EDIT
Have provided Tag repeat description for OR/AND cases in Tags window in the patched FA2. Check ModEnc also.
Can't understand the question and don't know which map you mentioned. I haven't played missions in a long time. Anyway, it is not related to FA2/patching. QUICK_EDIT
Then what is it related to then? Considering the patch also gives wrong information, it very much IS related to FA2/patching.
All I said was that the description the patch provides is wrong or the game makes an exception that is not mentioned in the description.
The case is as follows: sov04dmd has a trigger that has 4 "local is set" events, and its type is 0 (OR one time).
This means in theory that the trigger will fire whenever any of the locals are set, right?
Well, that is not the case.
The trigger will only fire if ALL four locals are set. Therefore trigger type 0 (OR) is not, in fact, OR. Or the game makes an exception when locals are involved, switching from OR to AND.
Then there's also type 1 (AND one time), which made it so the never fired, even when all conditions were met, pretty much making the trigger useless.
Lastly, type 2 (OR repeating) is identical to 0 (OR).
With the exception of it repeating, never firing once.
I'm talking about the Enable Set5 trigger in sov04dmd Last edited by TAK02 on Sun Oct 20, 2019 8:18 pm; edited 1 time in total QUICK_EDIT
In order for a trigger to fire all of the events listed have to be satisfied.
If you want to have a trigger that can be fired by different events then make one master trigger that is disabled & then multiple other triggers with different events that will re-enable the master when any of them are fired. _________________
In order for a trigger to fire all of the events listed have to be satisfied.
Then in that case why does the description/label say "OR one time" when it's an AND in reality?
My issue is not the triggers.
My issue is that whoever wrote the labels and descriptions for the trigger type, saying they're "OR" when in reality they were "AND" all along.
And then there's 1 (supposedly AND one time) which makes triggers non-functional.
Does proper OR functionality exist in the game or prior versions of the engine?
Mig Eater wrote:
If you want to have a trigger that can be fired by different events then make one master trigger that is disabled & then multiple other triggers with different events that will re-enable the master when any of them are fired.
When multiple events are given in a single line in the [Events] section, all those events should be satisfied to activate its trigger. If there are multiple actions in a single line of [Actions], all those actions has to be executed when that trigger is activated. If you want ANY case with those events, give those events in separate lines and like Mig Eater said, enable the master trigger through any of those different events. Can use a local variable also for that, like different events could set the same local variable.
These multiple events/actions on the same line is not related to Tag's OR/AND/Repeat cases even though FA2/FinalSun UI is designed that way to show those cases in both the trigger window and tag window. But the value set in either of those windows sets the Tag's field only.
Tag's OR/AND/Repeat are applicable to the map elements which are associated with its Tag ID like pre-placed technotypes of units/infantry/aircrafts/buildings, teamtypes and celltags. Check ModEnc for formats. Those 0, 1 and 2 is set on the tag's entry only. Trigger's entry for repeating is obsolete and is leftover from RA1 which didn't have tags.
FA2/FinalSun originally showed only 0 and 2. Patched FA2 gives the 1 - AND one time option also in the dropdown as discussed in this thread. QUICK_EDIT
Tag's 1 - AND one time needs its own event with say the attached objects etc. associated with its tag ID. If you have just one event instead of multiple events, still it won't fire if it doesn't have the associated tag check. If you have multiple events including the tag associated event in the same line, then all the other events should have already occurred and the deciding event should be the tag's associated event, for its trigger to fire. Game is implemented like that, call it a bug in the game if you want. QUICK_EDIT
Check ModEnc for formats of celltag or infantry etc. Celltags are associated with tags. Pre-placed technotypes or teamtypes can have an associated tag. Events like entered by on celltag or attached objects destroyed etc. have tag association. Events like elapsed time or all buildings destroyed for a house or local variable set etc. are not associated with tags. QUICK_EDIT
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