Game Development Community

Tgb1.7.3 bug: triggers only work once

by Nic Biondi · in Torque Game Builder · 06/08/2008 (11:09 pm) · 4 replies

I have a couple triggers set up. They only fire once. I have used these before, but they seem to be broken in this latest version. Another wierd thing is that the triggers seem to queue up and fire after I reload the level.
thanks
-nic

#1
06/10/2008 (9:19 pm)
Nobody replied to this.. but if you were banging your head on triggers in 1.7.3 it's because they are busted in this release. There is some simmering in the kettles about this being fixed in a minor release. Thanks gang!
#2
06/11/2008 (3:58 am)
Hi Nic,

By simmering in the kettles, do you mean that they're trying to get this fixed because this is currently stopping us from releasing our game. By using the old version we had serious problems with the collision causing a fundamental error in our game so i've upgraded the engine to the new version and I now have a fundamental error in our game because of these triggers.

Essentially what I have is a character going into the trigger, taking off a life. It then waits 0.7 of a second before it makes another character nowhere near the trigger yet it also acts as though it enters the trigger hence taking off another life. Randomly it sometimes takes off all lives (I don't know if this is due to a send/receive issue?)

I've tried to set the trigger as only enter callback, only receive collisions because it never moves at all. However, when you play the game it always resets itself back to defaults. I change the defaults and still it reverts back to them! Banging my head is a bit of an understatement ;)

I've only just built the debug version of the engine after upgrading so i'm a bit of a beginner when it comes to the source but i'm not afraid of getting my hands dirty if you know of anything i could possibly try or the right direction to go in?

My only thought is that somehow the collider callback list isn't getting cleared properly? Thanks if you have any ideas!
#3
06/11/2008 (11:11 am)
A: yes, they know it's an issue and there has been some talk of putting out a quick fix to version 1.7.3 . I don't know the final word on this yet.

B: I don't know about the defaults, but you might make sure you don't have a datablock in your code overwriting your values. I haven't noticed any of this behaviour but if you give me a specific example I might be able to look at it for you.

The triggers work well in previous versions.. I've used the extensively. Melv said that there was a problem with the merge, or something; It caused the triggers to clear, so the only work once. Also, the wierd thing you are talking about the trigger firing off randomly at a different time seems to also be a side effect. Basically you can go change the code yourself. Supposedly it's an easy fix. Otherwise you need to wait until they release another version.
I have to believe this will be fixed soon since I would expect most games, certainly any real-time games are going to be using triggers in some fasion.

ps, you have a video of your game? you show me yours and I'll show you mine (:cD)!
#4
06/12/2008 (1:36 am)
Lol well I bit the bullet and uninstalled everything and went back to 1.7.2 and rewrote some of my collision code for that to get the game working. In hidsight it would have been easier if i'd kept a backup of the old version too ;)
Yeah the triggers work fine on the old version, basically fixed it up using another trigger and using the onEnter instead. Everything works lovely so I think i'm going to leave upgrading for a while!
Haven't quite sorted out a video yet as just as usual the designer has come up to me and said bits he wants changed etc meaning it's going to put me back a few more weeks but they're good changes so i don't mind! We do have a game coming out soon though, I'm sure there'll be a link provided in the show off forums nearer to the time!

Thanks for your help though with the above, I tried to look through the trigger functions and couldn't really find where to change the code to clear any of the callbacks so I'll be waitin with crossed fingers on the new release! Hope you get yours sorted soon too!

** EDIT **
Have just checked out your blog about your game, must say that's looking really nice, obviously the physics changes are a definite good thing! Really like the simplicity behind it, very effective!