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Contaminated Gas spawning when Spooky or Effect trigger is used
Reviewed, UrgentPublic

Description

Before the 1.55 update, my servers had all contaminated gas zones removed. I used the "spookytrigger" trigger type to spawn in fog in selected areas. These areas are now spawning in as contaminated gas. I also used the "effecttrigger" to spawn in M18 red smoke to mark perimeters of selected zones. These are now spawning in with an invisible contaminated gas cloud. The files worked correctly before the update, and had been played/tested for the last 6 months with no issues. After the update, when I became aware of the problem, I removed the fog that was spawned in using "spookytrigger". That stopped the sickness in those areas. However, it was still happening whenever a player came near a red smoke marker using "effecttrigger". Once I removed the markers, the sickness stopped. The files were not changed over the last 6 months, the only change from the time they were placed into the server until they started spawning contaminated gas was the update.

Details

Severity
Major
Resolution
Open
Reproducibility
N/A
Operating System
Windows 7
Category
General
Steps To Reproduce

Use cfgAffectArea.json to spawn in a fog cloud using spookytrigger, or M18 smoke grenade using effecttrigger.

Event Timeline

Use this as template for the spooky areas

{
    "AreaName": "SpookySpot",
    "Type": "SpookyArea",
    "TriggerType": "SpookyTrigger",
    "Data": {
        "Pos": [1000, 1000, 1000],
        "Radius": 175,
        "PosHeight": 25,
        "NegHeight": 10,
        "InnerRingCount": 2,
        "InnerPartDist": 40,
        "OuterRingToggle": 1,
        "OuterPartDist": 40,
        "OuterOffset": 20,
        "VerticalLayers": 0,
        "VerticalOffset": 0,
        "ParticleName": "graphics/particles/spooky_mist"
    },
    "PlayerData": {
        "AroundPartName": "",
        "TinyPartName": "",
        "PPERequesterType": ""
    }
}

This for smoke, fire, etc

{
    "AreaName": "Smoke",
    "Type": "SpookyArea",
    "Data": {
        "Pos": [1000, 1000, 1000],
        "ParticleName": "graphics/particles/smoke_heli_wreck_01"
    }
}

There is indeed the need of a default for particles different than EffectArea ones [contamination and spooky] because with no EffectArea type set the particles do not spawn.
Or, giving types to particles like smoke, fires, etc, would be a way better option so those could be used with Object Spawner.

Geez changed the task status from New to Reviewed.Sep 1 2023, 11:54 AM