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Polled Wait Bug?

07-11-2003, 08:45 AM#1
Hivemind
After a week writing triggers without the chance to test them we finaly get home (and the chance to test them) and none of our new triggers work. Some of the old ones that we updated for TFT no longer work. The only difference in some of the undated ones is using polled wait. Does this cause a problem in single player?

For example we have a portal trigger that transports a unit from one location to another. Before it would portal a unit to another portal location. If that unit reentered the second location he would portal back to the first spot. But now the unit gets stuck in a endless loop portaling back and forth between both locations. The way the trigger is written it should prevent this. Like we said it was working untill we switched the waits to polled wait.

The only triggers that we know work as before have no polled waits in them. We are not using test map, we are loading the game and testing that way. Has anyone elce experianced this problem or know what is causing it.
07-11-2003, 09:58 AM#2
chemo
u might make 4 regions.....

enter1
enter2
end1
end2

then make it like this:

enter1 enter2
portal 1: portal 2:
end2 end1


units

--------------------------

then make it like, when they units enter, enter1 they get portalled to end1, and when its enter2 they get portalled to end2

pretty simple solution, but i dunno if u could use it..
07-11-2003, 12:27 PM#3
Hivemind
You obvoiusly missed the point. But thnx for the response.
07-11-2003, 12:44 PM#4
Vexorian
I've heard somewhere that when you use a wait the Event Response - Functions get cleared.
07-11-2003, 01:58 PM#5
Hivemind
Some functions yes but not the ones we where using.

After some more testing we found the problem(s). We where right about it being a wait problem but not about it being specific to polled or not. Seems when we updated our portal trigger we accedently deleted one of the wait commands for right after the unit portaled and the game didnt have time to do the things needed to prevent a reportal. Turns out its a good thing we did this because it led us to the answer to the problem with our other triggers.

As for the rest of the triggers we where having problems with, it was basicly the same thing. The actions where being triggered faster than the game could respond. Mainly we where getting triggers that should have fired once but where firing multiple times. Adding a small wait command (polled or otherwise) in the right spots seems to have fixed this.

Hehe...was a bit scary there for a while. Thought we might have to start from scratch on a weeks worth of triggering. That would have meant redoing a quest engine that handles over 100 quests.
:ggani: