Is there any way to visualize the proximity triggers in game mode ? The problem is they sometimes activate the enter output and the object which triggers the signal doesn't intersect the trigger box and other times quite the opposite - do not activate when intersecting with an entity. I'm talking about triggers attached (linked) to a moving entity.
Thanx.
Re: Proximity Triggers Debugging
#2it should be p_draw_helpers = gIs there any way to visualize the proximity triggers in game mode ? The problem is they sometimes activate the enter output and the object which triggers the signal doesn't intersect the trigger box and other times quite the opposite - do not activate when intersecting with an entity. I'm talking about triggers attached (linked) to a moving entity.
Thanx.
Re: Proximity Triggers Debugging
#3Thank you ik; yes, it should be, but in 5.3 doesn't seem to be working (other combinations do work though), so I wonder if it's a 5.3 issue, a 5.x issue or am I doing something wrong (but p_draw_helpers t or p_draw_helpers s do their job).
Re: Proximity Triggers Debugging
#4In previous versions there was an issue that could occur when some older data was lying around in the appdata folders.
You could try deleting the folder at:
This will reset any configuration, layout and preferences from the Sandbox editor, but may fix missing entity helpers being drawn.
You could try deleting the folder at:
Code: Select all
%APPDATA%\Crytek\CRYENGINE
Uniflare
CRYENGINE Technical Community Manager
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CRYENGINE Technical Community Manager
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Re: Proximity Triggers Debugging
#5Thank you Flare, I tried your solution but it still doesn't seem to work. Nevertheless, it would help me alot if you can clarify a few things about the way triggers do work, so here's my questions:
- triggers activate when they intersect with another entity or when this entity is entirely inside the trigger box ?
- what about the intersection with a scaled entity (uniform or non-uniform) ?
- how can certain classes/entities be excepted from trigger detection (for example I want the trigger to be insensitive to tag points or some other non-physicalized entities) ?
- triggers activate when they intersect with another entity or when this entity is entirely inside the trigger box ?
- what about the intersection with a scaled entity (uniform or non-uniform) ?
- how can certain classes/entities be excepted from trigger detection (for example I want the trigger to be insensitive to tag points or some other non-physicalized entities) ?
An Example
#6The screenshot shows a setup where a trigger is placed (linked to) in front of a vehicle, very close but not touching it; the driver position is at least 1m away and completely inside the vehicle; when the vehicle starts moving, the trigger says that the driver entered inside it; in my opinion there are only 2 possible explanations:
1. the trigger changed its position relative to the parent/vehicle, or
2. the driver changed his position relative to the parent/vehicle;
but none of these things shouldn't happen !
So, is it a bug or how do these things really work and how can such a situation be avoided (work around) ?
1. the trigger changed its position relative to the parent/vehicle, or
2. the driver changed his position relative to the parent/vehicle;
but none of these things shouldn't happen !
So, is it a bug or how do these things really work and how can such a situation be avoided (work around) ?
Re: Proximity Triggers Debugging
#7The trigger entity should have an option stating whether it should trigger only for player or not.
Aside from this, you would need to check which object triggered it. Possibly by entity name or id.
AFAIK the trigger should happen when the entity Bounding Box intersects with the trigger box. You can visualize the bounding boxes of entities by using the CVar setting:
es_bboxes 1
Aside from this, you would need to check which object triggered it. Possibly by entity name or id.
AFAIK the trigger should happen when the entity Bounding Box intersects with the trigger box. You can visualize the bounding boxes of entities by using the CVar setting:
es_bboxes 1
Uniflare
CRYENGINE Technical Community Manager
Here to help the community and social channels grow and thrive.
My personal belongings;
Beginner Guides | My GitHub | Splash Plugin
CRYENGINE Technical Community Manager
Here to help the community and social channels grow and thrive.
My personal belongings;
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Re: Proximity Triggers Debugging
#8That's what I use right now, adding a filter for each object that shouldn't fire the trigger, but it's pretty complicated and slowing down when you have lots of these objects and doesn't work for categories; I think an include/exclude option (by id/name/category) would be very useful, preferably included with the Schematyc/FG nodes, to be able to control it dynamically, and the same for the lights.The trigger entity should have an option stating whether it should trigger only for player or not.
Aside from this, you would need to check which object triggered it. Possibly by entity name or id.
Well, here it is, the alternate method to visualize triggers ! Thanx ! Nevertheless strange things happen with the parent-child link, which doesn't seem to be completely rigid but somehow loose/elastic !AFAIK the trigger should happen when the entity Bounding Box intersects with the trigger box. You can visualize the bounding boxes of entities by using the CVar setting:
es_bboxes 1
Re: Proximity Triggers Debugging
#9We are aware of some issues regarding Child-Parent update ordering that can cause de-synchronization of relative positions for linked entities.
Currently we advise updating the entities in the order you wish them to be updated manually to get the most accurate results (per-frame).
Currently we advise updating the entities in the order you wish them to be updated manually to get the most accurate results (per-frame).
Uniflare
CRYENGINE Technical Community Manager
Here to help the community and social channels grow and thrive.
My personal belongings;
Beginner Guides | My GitHub | Splash Plugin
CRYENGINE Technical Community Manager
Here to help the community and social channels grow and thrive.
My personal belongings;
Beginner Guides | My GitHub | Splash Plugin