[Solved] Loading submap game breaks later cinematic

Level 12
Joined
Jul 5, 2014
Messages
551
I encountered a confusing issue with one of my submaps. To break it down:

1. I leave the main map and arrive to the submap.
2. I need to destroy 2 generators to disable a forcefield, and collect 2 items that gets combined into one which opens a door behind the forcefield.
3. The door opens with a triggered sound then a cinematic plays.
4. The above triggers work fine. However, if I save the game, reload and then open the door, the sound is missing and the cinematic doesn't play.

This is part of the broken trigger.

  • Cinematic
    • Events
      • Unit - A unit enters Door <gen>
    • Conditions
      • ((Triggering unit) has an item of type Magic Key Chain) Equal to True
    • Actions
      • Trigger - Turn off (This trigger)
      • Item - Remove (Item carried by (Entering unit) of type Magic Key Chain) <----- works after loading
      • Destructible - Open Demonic Gater (Vertical) 0167 <gen> <----- works after loading
      • Sound - Play BattleNetDoorsStereo2 <gen> <----- NOT works after loading
      • Wait 2.00 seconds
      • Cinematic - Turn cinematic mode On for Player Group - Player 2 (Blue) <----- NOT works after loading
First I thought, this trigger is responsible

  • Save Game is Loaded
    • Events
      • Game - A saved game is loaded
    • Conditions
      • (Map transitioned is set) Equal to True
    • Actions
      • Game Cache - Create a game cache from HallCache.w3v
      • Set HallCache = (Last created game cache)
      • Trigger - Run Load Heroes <gen> (ignoring conditions)
      • Cinematic - Turn cinematic mode On for Player Group - Player 2 (Blue)
      • Cinematic - Fade out over 0.00 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
However, disabling this trigger makes no difference. I can't even begin imagining why the trigger partially works rather than fully break or fully work.

EDIT: I've tested a cinematic on the main map and a different one in this submap. Both worked after reloading, so something must be with this particular one but I see nothing that would be tied to loading game and would justify this bug.

Further testing narrowed down the problem to the identified item. When I used a Heart of Azsune for key which I put on the ground, loading the game did not break the cinematic. It occurred only with the original trigger-item when I had a trigger that removed the blood and ghost keys and created a magical keychain in the hero's inventory. I could not repeat the bug on a standalone map. Also, placing the item on the ground, rather than creating it also causes bug.
 
Last edited:
Level 12
Joined
Jul 5, 2014
Messages
551
After the tests began resulting more and more outlandish things (like the key opening the door when its trigger references were disabled) I've got suspicious and turned out there was another trigger for some reason with this key that simply opening the door and removing the item. Looks like the illusion of broken cinematic occured because this trigger tended to remove the key before the cinematic trigger could have recognized its presence. And here I began to think that this item actually has hidden door-opening codes...
 
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