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raidboss: Basic FRU P1 triggers #516
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Did you mean the Utopian Sky safe spots? That set of triggers should have been pretty simple/not prone to failure, and I didn't have any issues with my WIP stuff during in-game testing tonight. Clones spawn at the start of the fight, then during Utopian Sky they get their position set, and then get an ActorControlExtra line to play the animation for arm lifting. Here's an example of the lines for one actor:
There's enough delay between the 271 and 273 lines that there shouldn't ever be a case of out-of-order lines, I think... |
I'm not sure. I saw exactly one successful activation on those triggers yesterday while running, and it was north/south safe. Unfortunately I wasn't in a position to stop and debug things since we were chain pulling, so I didn't get to see whether there were any errors in the ACT console. I'll give it another attempt tonight and try to do some scrollback during our break maybe. |
For what it's worth, when I tested @valarnin's initial triggers in-instance they all worked without issue. |
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Quickly pushing during break with issues addressed. I'm not sure what I did wrong when I originally tested the Utopian Sky triggers, but re-adding them worked this time. |
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LGTM. We might want to add some comments separating the different phases so people can work in different parts of the same file without causing a lot of merge conflicts.
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This is partially based on an experimental set of triggers @valarnin tossed in the ACT Discord server yesterday or the day before. I wasn't able to get the Blasting Zone safe area triggers working, but apart from that and the tank buster trigger, everything in here is stuff I was able to test tonight and confirm as working. The timing for delays and durations is all stuff that fits relatively closely to match mechanics. (Castbars in phase 1 are a little longer than we're used to.) ebc1d3c
This is partially based on an experimental set of triggers @valarnin tossed in the ACT Discord server yesterday or the day before. I wasn't able to get the Blasting Zone safe area triggers working, but apart from that and the tank buster trigger, everything in here is stuff I was able to test tonight and confirm as working. The timing for delays and durations is all stuff that fits relatively closely to match mechanics. (Castbars in phase 1 are a little longer than we're used to.) ebc1d3c
This is partially based on an experimental set of triggers @valarnin tossed in the ACT Discord server yesterday or the day before. I wasn't able to get the Blasting Zone safe area triggers working, but apart from that and the tank buster trigger, everything in here is stuff I was able to test tonight and confirm as working. The timing for delays and durations is all stuff that fits relatively closely to match mechanics. (Castbars in phase 1 are a little longer than we're used to.) ebc1d3c
This is partially based on an experimental set of triggers @valarnin tossed in the ACT Discord server yesterday or the day before. I wasn't able to get the Blasting Zone safe area triggers working, but apart from that and the tank buster trigger, everything in here is stuff I was able to test tonight and confirm as working. The timing for delays and durations is all stuff that fits relatively closely to match mechanics. (Castbars in phase 1 are a little longer than we're used to.) ebc1d3c
This is partially based on an experimental set of triggers @valarnin tossed in the ACT Discord server yesterday or the day before. I wasn't able to get the Blasting Zone safe area triggers working, but apart from that and the tank buster trigger, everything in here is stuff I was able to test tonight and confirm as working. The timing for delays and durations is all stuff that fits relatively closely to match mechanics. (Castbars in phase 1 are a little longer than we're used to.)