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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 533 times
trig-1.jpg
trig-1.jpg (361.33 KiB) Viewed 533 times