Clear missions are bugged.

So I've been having this same issue. What I find is that the generators located the near affected switches need to be destroyed before the switches themselves will work and spawn the enemies. it seems that when the generator destroyed it causes an event to happen and then when the switch is pressed another event happens. This makes it so that you have to destroy the generators in order to Complete clear events.

if I were to guess the debt intentions, Than the generator should be turned off and the player must activate the generator That powers the electric switch and gate

this map was generated during A21 Experimental build. I don't know which one but was the one right before release

Logs: https://pastebin.com/5d7E7wZf
Video: https://youtu.be/rMrJx9FA96U
It looks like hotel_01 . Try to run it again, it did work for me on the same save on the second run.

Also, if you create a new save, you don't interact with generators at all,No turning on/off - those switches just work. I believe they are only for "Night only" missions and for immersion. BUT maybe by destroying the generator you alter the state of POI and game notices that it should turn those darn switches. I'll double check that on installation_red_mesa  - if destroying the generator around the first switch will also turn on the one around flaming tank, then destroying switches won't be needed ;)

 
So I've been having this same issue. What I find is that the generators located the near affected switches need to be destroyed before the switches themselves will work and spawn the enemies. it seems that when the generator destroyed it causes an event to happen and then when the switch is pressed another event happens. This makes it so that you have to destroy the generators in order to Complete clear events.

if I were to guess the debt intentions, Than the generator should be turned off and the player must activate the generator That powers the electric switch and gate

this map was generated during A21 Experimental build. I don't know which one but was the one right before release

Logs: https://pastebin.com/5d7E7wZf
Video: https://youtu.be/rMrJx9FA96U
That could be a critical piece of information.  If it can be verified that destroying generators will enable a button that should have worked originally but didn't, then that should make it far easier for them to solve the problem and fix it.  I'll have to keep an eye out for a broken button situation again and see if it works.  Note that if this only allows the zombies to spawn but doesn't allow the button to work, then it's likely part of the fix they put in that allows you to spawn zombies by destroying the trigger, which doesn't actually resolve the problem.

I will say that the times that I've had buttons fail, the generator in the area was running.  Not sure if it is running when those buttons work as I haven't seen those buttons actually work yet.

@Jugginator This might be helpful for your testing.  Just pinging you in case you forget to check back in this thread.

 
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That could be a critical piece of information.  If it can be verified that destroying generators will enable a button that should have worked originally but didn't, then that should make it far easier for them to solve the problem and fix it.  I'll have to keep an eye out for a broken button situation again and see if it works.  Note that if this only allows the zombies to spawn but doesn't allow the button to work, then it's likely part of the fix they put in that allows you to spawn zombies by destroying the trigger, which doesn't actually resolve the problem.

I will say that the times that I've had buttons fail, the generator in the area was running.  Not sure if it is running when those buttons work as I haven't seen those buttons actually work yet.

@Jugginator This might be helpful for your testing.  Just pinging you in case you forget to check back in this thread.
I don't really believe this requires fixing - all those maps work just fine either on the second run, or on the new save (at least on SP). Does anyone have those problems on new save (that is on a new game created already on b324)?

Edit - the only "fix" I would love to see, is a way to update old save POI to new version, but I don't know if that isn't a problem with the saves ConfigsDump.

 
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So I've been having this same issue. What I find is that the generators located the near affected switches need to be destroyed before the switches themselves will work and spawn the enemies. it seems that when the generator destroyed it causes an event to happen and then when the switch is pressed another event happens. This makes it so that you have to destroy the generators in order to Complete clear events.

if I were to guess the debt intentions, Than the generator should be turned off and the player must activate the generator That powers the electric switch and gate

this map was generated during A21 Experimental build. I don't know which one but was the one right before release

Logs: https://pastebin.com/5d7E7wZf
Video: https://youtu.be/rMrJx9FA96U
Update on installation_red_mesa :

1. I was wrong, there's always a generator around a button.

2. Destroying a generator will only activate a button that is close to it.

3. I've managed to finish the installation_red_mesa on b317 save (destroyed first switch, later on destroyed only switches). Destroying swithes (with auger, maybe sledgehammer, but I don't spec into it) is faster, but destroying generator will allow you to better prepare for the zombie wave.

Either way, good catch @dantesol, I'll check now if installation_red_mesa  will fix itself on second run.

 
Glad to see this is getting looked into, I noticed this a few times in a few places, I'm guessing it has something to do with some kind of trigger not happening if you take a quest with Restore Power functionality as anything other than restore power.. Good luck with that! .. I did notice it in the (T3?) Booze and Bullets? I think- Two places right next to each other, 1 was a bar.

.. Just glad this thread was here, filling out a bug report looked intimidating.

 
I didn't read the whole thread but I experienced one yesterday. T1 clear quest. No zombies. 1 red dot but no zombie. I had to activate "key chain" thing and suddenly zombie appeared in the outhouse.

 
I didn't read the whole thread but I experienced one yesterday. T1 clear quest. No zombies. 1 red dot but no zombie. I had to activate "key chain" thing and suddenly zombie appeared in the outhouse.
That is intended even if it is counterintuitive until you happen upon the way to trigger the zombies.  The issue is where the triggers don't work at all.

 
Just to let yall know since this is a serious and elusive bug, I think I made a breakthrough in reproduction, will bring it up in a meeting today and work on it more to get it solid. All this information is much appreciated, it really does help.
If you need my save with the bug on installation_red_mesa, let me know. Btw, is any of those bugs reproducable on b324, or do you have to have save from older version?

 
If you need my save with the bug on installation_red_mesa, let me know. Btw, is any of those bugs reproducable on b324, or do you have to have save from older version?
Thanks! Normally I'd say it may not help, but in this weird case it can't hurt to have something like that to work off of -- that'd be nice to have. Version doesn't matter.

 
Thanks! Normally I'd say it may not help, but in this weird case it can't hurt to have something like that to work off of -- that'd be nice to have. Version doesn't matter.
I hope I'm not voliating any rules about links...

This is a save with inactive switches. I've removed all region info to make the save smaller, but the bug persists.

http://zpsv1.zapto.org/7d2d/B21_god3.7z

This is a save made on b324 - switches work right away

http://zpsv1.zapto.org/7d2d/B21_Red_Mesa.7z

Test scenario:

1. Start mission

2. Purge all active enemies until you get to the first room with a switch - building in the middle, down the staircase around the elevator, thru the door (underground parking lot), go to the right, thru the small room - first room with an inactive switch).

3. Switch and generators should be on the left side.

On B21_god3 switch is inactive, but after you destroy both generators it becomes active.

On B21_Red_Mesa switch works right away.

 
I hope I'm not voliating any rules about links...

This is a save with inactive switches. I've removed all region info to make the save smaller, but the bug persists.

http://zpsv1.zapto.org/7d2d/B21_god3.7z

This is a save made on b324 - switches work right away

http://zpsv1.zapto.org/7d2d/B21_Red_Mesa.7z

Test scenario:

1. Start mission

2. Purge all active enemies until you get to the first room with a switch - building in the middle, down the staircase around the elevator, thru the door (underground parking lot), go to the right, thru the small room - first room with an inactive switch).

3. Switch and generators should be on the left side.

On B21_god3 switch is inactive, but after you destroy both generators it becomes active.

On B21_Red_Mesa switch works right away.


Nah definitely not against the rules, thanks. I will need the world file however, unless this was on navezgane or one of the pregens (if so, which one?)

 
Nah definitely not against the rules, thanks. I will need the world file however, unless this was on navezgane or one of the pregens (if so, which one?)
Yeh, forgot to add that, it's Navezgane. And I've double checked the zips, unzipped them into new directory under ..\7DTD\Saves\Navezgane and they both worked as intended.

 
I hope I'm not voliating any rules about links...

This is a save with inactive switches. I've removed all region info to make the save smaller, but the bug persists.

http://zpsv1.zapto.org/7d2d/B21_god3.7z

This is a save made on b324 - switches work right away

http://zpsv1.zapto.org/7d2d/B21_Red_Mesa.7z

Test scenario:

1. Start mission

2. Purge all active enemies until you get to the first room with a switch - building in the middle, down the staircase around the elevator, thru the door (underground parking lot), go to the right, thru the small room - first room with an inactive switch).

3. Switch and generators should be on the left side.

On B21_god3 switch is inactive, but after you destroy both generators it becomes active.

On B21_Red_Mesa switch works right away.


What's crazy about this bug is on both of those saves the switch is active and works. Did a few quests on the god one, will do some more. I have other hunches anyway too; still useful to have

 
What's crazy about this bug is on both of those saves the switch is active and works. Did a few quests on the god one, will do some more. I have other hunches anyway too; still useful to have
Found something extremely weird - I've copied player from Red_mesa save to god3 and button works... so it must be something directly in the *.ttp file.

Edit - same for the other way around - moving player ttp file to the "working" save brakes the button.

 
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Found something extremely weird - I've copied player from Red_mesa save to god3 and button works... so it must be something directly in the *.ttp file.


Yup, was just going to come here and say that. I loaded into the game in your character and it doesn't work, this was the confirmation I needed there, thanks for giving me this save. This opened a couple of doors (pun intended) of science that will help with debugging. 

 
Yup, was just going to come here and say that. I loaded into the game in your character and it doesn't work, this was the confirmation I needed there, thanks for giving me this save. This opened a couple of doors (pun intended) of science that will help with debugging. 
Sooo... the switch works. I took a T5 quest in Red Mesa from another traider on the same save. So either it's T5/T6 thing combined with some other unknown variable, or it is the same as with hotel_01 - as long as you manage to finish the quest once, the next run will be fine.

Edit - I can upload a complete save if you want. I've backed it up just before starting a mission.

 
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Question for anyone that reads this and had an issue: can you think of a time where a switch was broken that wasn't tied to any generators? No need for digging, just try to recall the POI name and/or if there were any generators nearby

 
cannot activate button at end of mission to spawn final zombies, happens whenever you go to this mission. button is broken. can't clear.

 
I've never had the issue but I do recall house_old_victorian_01 (Taylor Manor) has a switch at the end to get out, and there's no generators in that POI that I'm aware of. Maybe someone who is having the issue could go to that one and see if the switch works there?

 
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