The reason is, that there is a re-trigger delay, and unfortunately, it is based on Level.TimeSeconds - which is NOT stored inside the savegame.
Code: Select all
if ( ReTriggerDelay > 0 )
{
if ( Level.TimeSeconds - TriggerTime < ReTriggerDelay )
return;
TriggerTime = Level.TimeSeconds;
}
Solution:
Correct solution would be, to store Level.TimeSeconds in the savegame as well, but really that is unnecessary....
The simple solution is, on loading simply set all the variable "TriggerTime" of ALL TranslatorEvent actors to "0".
:-)