View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0010468 | Shattered Haven | Bug - Gameplay | Jan 25, 2013 3:45 pm | Mar 17, 2013 11:44 am | |
Reporter | GameMaker24 | Assigned To | tigersfan | ||
Status | closed | Resolution | fixed | ||
Summary | 0010468: NPC Follower can set off events! | ||||
Description | Well, 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. | ||||
Tags | No tags attached. | ||||
Internal Weight | Major Problem | ||||
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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. :) |
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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. :) |
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Hahaha, whoops. * Previously, PLAYERAT and PLAYERATANY could be triggered by follower NPCs -- oops! Fixed. |
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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. |
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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! :) |
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Whoops, a mistake I don't usually make. :) |
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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. |
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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. :) |
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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! |
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 |