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SP1- AirportLanding Trigger?

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139
It seems like my airport landing triggers have ceased to work under SP1. Anyone else notice this? I tried to DEL and recreate one.. still no go..
 
I can't confirm that.

You really sure you didn't change anything?
 
Ok, I also have a strange problem with triggers since SP1 (at least I think it's got to do with SP1):

I use proxtriggers with areas that share the same space (boxes within boxes). It seems that only one of the triggers fire - which didn't happen before (the official) SP1.

I hope to find out what's happening to the triggers.

But I can assure that arealanding triggers still work fine in my missions.
 
arealanding trigger

ok, that's interesting.. I'll try deleting and replacing AL triggers a couple more times .. but its not too encouraging that nested triggers are now a problem :(
 
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arealanding trigger

Nope, I can't get these to work any more in my existing missions. I'll try creating a brand new mission and see what happens.. Even stranger some of my missions no longer load and if I delete the tree scenery.. then they will.
 
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I just finished the mission I have been working on. I held off until the mission was finished before I upgrade to both FSX SP1 and the SDK SP1A. I backed up files, uninstalled FSX, then reinstalled, then loaded SP1. After that I loaded the SKD SP1A and re-activated the SDK.

Everything seems to work good. I installed my new mission. It has both nested triggers, and an airport landing trigger. It works perfect.

I have not tried to add anything from my backed up files at this point. I don't know if this will help, but I don't seem to be seeing this problem.

Gunner
 
As part of testing SP1 all of the default missions were tested and we didn't find any of the problems you are having. There are many cases of nested area definitions and landing triggers but they still work.

I've been working on expansion pack missions and all of the SP1 bits have been incorporated into that project and we aren't having any trouble there either.

I'm sorry I can't offer any suggestions.
 
Thanks for the info, Paul.

I have to admit that in my case the error was from my side - I forgot that I included a condition in the trigger... :o
 
triggers

hmm.. I guess I'll try deleting the SDK again and reinstall again... if its my problem this is the only other thing I can think of..
 
I found something at may be a problem with triggers. I had someone tell me about a trigger not working in one of my missions (Lost Treasure). I ran it tonight and found the terrain is different. Here is a screen shot of before the SP1 patch and after:

Before.jpg

Before

After.JPG

After

I don't know if this would effect an area landing, or airport landing, but it could make a difference if you used a proximity trigger as I did here. The trigger worked for me, but others are seeing something different.

The airfield seemed to be shifted north, and the edge actualy hangs over the edge of the terrain in places. The objects I placed along the airfield are over the edge of the hill.

Before the patch, there was a problem with a proximity trigger in the mission Austrian Soaring that came with FSX. The proximity trigger for the landing was too high, and didn't trigger when you landed on the runway.

I wonder if it might be a good idea to set the area for proximity triggers placed on the ground well below the ground level?

Gunner
 
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triggers and terrain alt

Yes, I noticed this with my non workign triggers also.. after SP1. Some of them have suddenly jumped above terrain level. In the SDK they recommend placing area rectangles for landing etc below ground level..
 
Quick question about proximity triggers: Are they located by using AGL or AMSL? Right now, that's almost a non-issue for me, as I use mine for flightplan waypoints so, I just drag the altitude up to around FL500 to cover everything (I just want to record whether the aircraft broke the plane, so to speak). However, I may also use them for more specific areas later. As the images show, if you start by setting elevation at 0 and the ground on another part of the rectangle area drops below that, if it's looking at 0 as AGL, you're gonna lose.

If AGL, maybe we should just find the highest possible surface location on earth and drop the base level to negative by the height! ;)
 
Safest is always to set altitude of the areas to 0f MSL. You can set AGL to true or false in the area world position settings.

I found it useful to use areas that go right down to 0f MSL. You never know what sort of mesh some user might use.
 
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