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Proximity Triggers Debugging

Posted: Wed May 15, 2019 4:09 pm
by gigilulu
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

Posted: Thu May 16, 2019 7:07 pm
by ik-interactive
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.
it should be p_draw_helpers = g

Re: Proximity Triggers Debugging

Posted: Fri May 17, 2019 11:32 am
by gigilulu
Thank 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

Posted: Mon Jun 17, 2019 9:20 am
by Cry-Flare
In 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:

Code: Select all

%APPDATA%\Crytek\CRYENGINE
This will reset any configuration, layout and preferences from the Sandbox editor, but may fix missing entity helpers being drawn.

Re: Proximity Triggers Debugging

Posted: Mon Jun 17, 2019 9:16 pm
by gigilulu
Thank 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) ?

An Example

Posted: Tue Jul 16, 2019 7:53 pm
by gigilulu
The 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) ?

screenshot3049b.jpg
screenshot3049b.jpg (368.79 KiB) Viewed 5083 times
trig-1.jpg
trig-1.jpg (361.33 KiB) Viewed 5083 times

Re: Proximity Triggers Debugging

Posted: Thu Aug 22, 2019 1:31 pm
by Cry-Flare
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.

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

Posted: Fri Sep 13, 2019 1:03 pm
by gigilulu
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.
That'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.
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
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 !

Re: Proximity Triggers Debugging

Posted: Mon Sep 23, 2019 1:59 pm
by Cry-Flare
We 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).