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IDProjectCategoryLast Update
0010468Shattered HavenBug - GameplayMar 17, 2013 11:44 am
ReporterGameMaker24 Assigned Totigersfan  
Status closedResolutionfixed 
Summary0010468: NPC Follower can set off events!
DescriptionWell, now I'm convinced that the NPC following me is really Lela!

I don't know if this was by design, but I hope not. When an NPC follower steps on a tile tied to a script, the script is triggered! I can imagine some cases where this might actually be cool, but it's causing some problems currently.

In 001-C, the game's very first Grays make an early appearance when you get near the bridge to cross back to mainland. This script is suppressed until after you've approached the scythe that had you fixing and crossing the bridge to begin with.

However, the moment the "scythe message" appears, the Grays sound effect plays. It's playing the doom song early, while they discuss the merits of having a scythe! Once that message is closed, the messages regarding the Grays pop up.

The problem is that Lela keeps enough distance from Pierce as she follows that she can actually set off the next story event at the same time Pierce is triggering the current one. Interestingly, if you walk north enough to keep Lela with you, the sequence will play out as expected.

I realize that even if the NPC can't trigger events, this problem could still occur during Two Players, unless of course I MovePlayersToTargetPoint at the start of the scythe message event.
TagsNo tags attached.
Internal WeightMajor Problem

Activities

GameMaker24

Jan 25, 2013 4:48 pm

manager   ~0030230

Well, I found a way to avoid the example problem. It definitely wasn't MovePlayersToTargetPoint during One Player mode, lol! (That results in a separate Mantis issue.) My solution is to set the scythe text-prompting script, which calls a text script, as AllowsNormalGameplay, and then I used a WAIT 1000 to allow the NPC Follower to catch up, thus getting her off of the trigger point for the later script.

Since I have solved this, it seems I could solve any other issues that could be caused by letting NPC Follower trigger a script. So, I leave it up to you as to whether this is an issue or a feature. :)

GameMaker24

Jan 25, 2013 4:52 pm

manager   ~0030231

On further testing, I've found that it's possible, though unlikely, for the player to run to the first trigger point, and then make it back to the second trigger point in time to cause the simultaneous playing described earlier. But since this isn't the end of the world, just rare and odd, I'm leaving this be, for now. :)

Chris_McElligottPark

Jan 27, 2013 8:29 pm

administrator   ~0030334

Hahaha, whoops.

* Previously, PLAYERAT and PLAYERATANY could be triggered by follower NPCs -- oops! Fixed.

GameMaker24

Feb 17, 2013 6:34 pm

manager   ~0030861

Could you double-check that P2-F is also free from triggering such events? Mary set off a trap early while following me in 007-I.

Chris_McElligottPark

Feb 17, 2013 9:29 pm

administrator   ~0030864

Please make sure and set the status to something like assigned or feedback or whatever, or there's not a guarantee I'll see your comment. Thanks! :)

GameMaker24

Feb 17, 2013 10:28 pm

manager   ~0030865

Whoops, a mistake I don't usually make. :)

Chris_McElligottPark

Mar 4, 2013 9:43 pm

administrator   ~0030977

Hmm, I've been through 007-I and I see the point you mean -- Darrell gets stuck in a wall.

However, I'm not convinced that's because of Mary, though it's really hard to test because it takes so long to get to the point where she can trigger it if she is. Do you know what command is being used there? Josh, could you investigate this? Once you get to the third stairwell in that building, on the far right, Darrell triggers something and gets stuck in a wall.

I think that what is actually happening is that Darrell is touching the tile enough to trigger it, and that blocks him into the wall. In that case the trigger tile needs to be moved a bit so that that can't happen.

Chris_McElligottPark

Mar 14, 2013 8:13 pm

administrator   ~0031152

I can now confirm that it is definitely what I thought in my last post -- you have to set the trigger further away or he's setting it off himself. It's not Mary. :)

Chris_McElligottPark

Mar 17, 2013 11:44 am

administrator   ~0031217

Nothing needs to be done here, but there is a separate issue logged by players about how you get stuck in that wall; basically, as soon as the first pixel of your character is in the tile that has the trigger, the script triggers. But that wall is right behind where the character is coming from, so of course all the other pixels of the character are still in the wall, trapping them!

Issue History

Date Modified Username Field Change
Jan 25, 2013 3:45 pm GameMaker24 New Issue
Jan 25, 2013 3:45 pm GameMaker24 Status new => assigned
Jan 25, 2013 3:45 pm GameMaker24 Assigned To => Chris_McElligottPark
Jan 25, 2013 4:48 pm GameMaker24 Note Added: 0030230
Jan 25, 2013 4:52 pm GameMaker24 Note Added: 0030231
Jan 27, 2013 8:29 pm Chris_McElligottPark Note Added: 0030334
Jan 27, 2013 8:29 pm Chris_McElligottPark Status assigned => resolved
Jan 27, 2013 8:29 pm Chris_McElligottPark Resolution open => fixed
Feb 17, 2013 6:34 pm GameMaker24 Note Added: 0030861
Feb 17, 2013 9:29 pm Chris_McElligottPark Status resolved => assigned
Feb 17, 2013 9:29 pm Chris_McElligottPark Note Added: 0030864
Feb 17, 2013 10:28 pm GameMaker24 Note Added: 0030865
Mar 4, 2013 9:43 pm Chris_McElligottPark Note Added: 0030977
Mar 4, 2013 9:43 pm Chris_McElligottPark Assigned To Chris_McElligottPark => tigersfan
Mar 4, 2013 9:43 pm Chris_McElligottPark Status assigned => feedback
Mar 14, 2013 8:13 pm Chris_McElligottPark Note Added: 0031152
Mar 17, 2013 11:43 am Chris_McElligottPark Status feedback => closed
Mar 17, 2013 11:44 am Chris_McElligottPark Note Added: 0031217