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Regarding dialog actions, proxtriggers and timers

Horst18519

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Recently I came across some problems regarding timers or proximity triggers, experiencing that they didn't fire the way I wanted them to.
Then I realised that at the moment when the trigger should be fired a dialog action was playing. It took me a while to figure that the trigger actually fires no sooner than the dialog action is completed.

For timers (especially for races) and proxtriggers attached to very small areas this can mean that a dialog action may cause the trigger not to fire at all or have a delay - which in case of races is not what we want at all.

The only option I see there is to ensure that no dialog is played while you approach a sensible trigger - or you use a soundfs-action instead. It won't be captured, but it won't interfere with the trigger too. :)

I hope this helps you mission designers out there, because if anyone would have told me I could have saved half a night's work... :o


btw: Paul, I know that you read along here from time to time. Thanks alot for the nice documents about mission building at FSInsider.com. Allthough most of the problems you describe there already costed me some sleepless nights it is very well done and a great help for all of us! Most of all I enjoyed the part about the waypoints at the DragTruck race - a mission which I consider the most difficult to create of all the default missions.
 
Hi Folks

Thorsten -
I'd also come across this.

There's another way to have it work correctly -
Place the sound so it fires last in the sequence, after all the triggered nodes.
Either as lowest in the on-enter list, (use move down),
or move the dialog to fire on-exit.

PS
In the OPT,
does the 'Play Sound' button work for anyone ?

My SDK is installed to a non-standard path,
and I can select the sound files in the dialog,
they just don't play on clicking the button.

HTH
ATB
Paul
 
Last edited:
Thanks for that, Kevin. :)

There's another way to have it work correctly...
Actually I was talking about cases where a dialog action maybe triggered by an AI object for example or by a user variable.

But you're right: Sometimes it is even neccessary to open the xml and reorder the actions by hand - the mission UI often doesn't display the related actions in the correct order.
 
'Sometimes it is even neccessary to open the xml and reorder the actions by hand'

Thorsten,

This comment surprised me somewhat. I've never had to reorder the xml by hand and I've had some pretty complex triggers with up to say, 20 events, ordered in a specific way.

Ordering of events in the trigger has always worked for me. YMMV.
 
Hi Folks

Thorsten -
Understand what you were specifically referring to now.

AFAIK,
you shouldn't need to manually edit though.
AFAIK the OPT works ok for this.

In the OPT -
Select the parent item in the top RH 'All items' list.
Select the child node you wish to reposition in the References: box.
Click the 'Move Up' or 'Move Down' radio buttons as required.
That should move the item correctly.

EDIT
Ooops RNO
you beat me to it whilst I responded to a second post.

Likewise I was also surprised.
Thorsten, could you please expand on the above ?

I'd only needed to really manually edit
to save myself a lot of unnescessary clicking in the OPT
when replicating a large number of nodes to another function.

HTH
ATB
Paul
 
Last edited:
Guys, you just maybe right. Coming from scenery design I am quite used to work with XML though. Maybe it's just my need for having everything under control. And in the xml I sometimes have a better look at things than in the mission UI.
Anyway, sometimes I really find that if I click onto some actions that sould be triggered they don't seem to be orderd the way I wanted them.
But of course, moving them with the "up/down"-option should do the work.
So sorry for the disturbance. :)
 
Hi Folks

Horst -
I'd forgotten to follow this up earlier.

The OPT appears to groups the items in the 'References' box as follows -
On-enter actions.
Area Reference.
On-exit actions.

Items cannot be moved up/down across groups.

HTH
ATB
Paul
 
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