error report for you
error report for you
I'm planning to use the FA_RandomTrigger quite extensively and so far the game crashes every time. I am actually using a combination of your triggers (see end of my post if interested) but I know this one is the culprit (I know because I removed all other triggers and it still happened, and with every trigger but the Random one it works indefinitely). Every time, the game would freeze anywhere from the 2nd execution of a random trigger to the 3rd or 4th. Never got further than that. BUT it seems to at least work the first time the RandomTrigger is used. Maybe some kind of global variable not being reset?
This is what the reported RandomTrigger looks like:
-Events
|-Event: None
|-EventChoices
-3 events in this array. Each one is for a scripted trigger which spawns different monsters, waits a bit, then calls a counter I have, which will eventually cause this RandomTrigger to be activated again. All scripted triggers go back to state 0 when they are finished.\
|-ExcludeTag
|-Tag: Wave1Sec1Loc2Random
|-Weight: At first I had nothing in here,
then I tried 3 elements (33, 33, 34)
then I tried 3 elements (49, 50, 1) because I suspected it was only crashing after the final element in the array was chosen but when it still failed after these values I threw that theory out the window and came here.
I didn't change anything from default values in any of the other categories.
KF bug report said:
Build UT2004_Build_[2004-11-11_10.48]
OS: Windows NT 6.1 (Build: 7600)
CPU: GenuineIntel PentiumPro-class processor @ 3813 MHz with 4094MB RAM
Video: ATI Radeon HD 4800 Series (1043)
FA_RandomTrigger KF-RE1-Mansion-Story-V2.FA_RandomTrigger2 (Function Fall_TriggerPack.FA_RandomTrigger.GetFchoice:0046) Runaway loop detected (over 10000000 iterations)
History: FFrame::Serialize <- AActor:
rocessState <- Object ScriptedTriggerController KF-RE1-Mansion-Story-V2.ScriptedTriggerController, Old State State Gameplay.ScriptedTriggerController.Scripting, New State State Gameplay.ScriptedTriggerController.Scripting <- AController::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- Level Resident Evil 1 Mansion - Story <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 4C576C61 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
So if you are interested to know this is what I've come up with so far to use your trigger pack here goes:
Each section of each wave has multiple 'locations' that would be used to spawn monsters, which basically means different rooms. Each of these locations has its own set of triggers:
Counter (control how many times a squad of zombies will spawn from this location)
|
VariableTimer (put a bit of randomness into timing between squads)
|
RandomTrigger (number of options = however many squads I'm bothered to setup for this location)
|
ScriptedTrigger: spawn Monster squad, wait a bit, -> TriggerChance to spawn a 'critical squad', wait a bit more, then hit up the Counter once more
Once the counter is finished it sets a Switch for that location to say that its done. When all switches are set I'm hoping Multi_Conditional will kick in and run the next script which could open the next door and perhaps start up an endless FA_Spawner which can only deactivated when players proceed to next area.
One problem with my design is that the loop that starts with the Counter is endless because even when it gets to the MaxCount, the EachTriggeredEvent still fires which starts the whole thing up again. It would help me if there was a way to not fire the EachTriggeredEvent once the counter reaches NumToCount. However, no biggie as I will probably just use another conditional trigger where needed, and make the FinishedEvent a Switch.