Trigger Volume Lists Broken in R2

What device/platform are you having the problem on?

PC

Were you alone or with other players?

With other Players

How often does the issue occur?

Every time in multiplayer instances

Description

In multiplayer instances for R2 rooms trigger volumes don’t work correctly, in that players who are not in the trigger volume are included in the list of players in the trigger volume on the circuit board.

2 Likes

This isn’t exclusive to R2, it’s been happening in my R1 room for months. The bug has apparently been around since CV2 launch

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Even the Cv1 trigger volume incorrectly counts how many and which players are inside of it.

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Would be encountering the same issue, it seems that if a player was in the trigger volume, their ‘list element’ stays there, regardless if the player is still in the room or not.

When the player leaves the room while standing inside the Trigger Volume, they’d be marked as ‘Invalid Player(x)’

Resorting to a work around by making a new role, and adding/removing the role from the player based on the Trigger Volumes entered/left events.

As then it’s easy to just use a ‘player has role’ chip and name the role ‘spawn area’, ‘zone’, or even use the Get All Players with Role chip.

Attached an example video.

Example circuit layout


Log Screen result
after any player enters the triggervolume, then leaves the room.

Then protentially this happens for an instance that has been open for very long, this list could end up being broken as it’s filled to the max with invalid results, breaking CPU Heat for certain circuit paths.

It’s not just the lists, at least in my experience. Sometimes the Player Entered/Left events fail to fire at all

If it’s being that a lot of players have left your room, the Trigger Volume could be glitching out internally because of all these ‘invalid players’ listed in the ‘list/array’ internally that it never fires anymore.

Without any knowledge [myself] of how RecRoom handles the Trigger Volume internally within their game, I’d believe that this list probably hits an arbituary limit, fills up completely of invalid players to it’s max limit, be it 50 or 100, then when it was supposed to add a new player to the internal list, it couldn’t, then since the internal list didn’t get anything added or removed, it doesn’t fire the internal Component Board Event Receivers. Or that the Trigger Volume internally notices the player count of the list exceeds the current amount of players in the room by another arbituary limit, it doesn’t add it to the list, and skips it, again, not firing the Event Receivers necessary, etc.

TL;DR, RecRoom’s internal code could be hitting a hard programmed limit in their Trigger Volume players array, that when the internal array for players tries to add/remove a player, it doesn’t, and therfore, doesn’t fire the events either.