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first, it seem that if you give a certain time for the item to disapear and the player doesn't take the item in time, the points simply go to the score when the item disappear, I don't think thats what supposed to happen
monsters that are locked in the z axis when on a void room simply spins around on the same place (only tested on monsters that are on the air)

If I want a certain item, or group of items to disappear at a certain point of the timeline but, some of them are only activated by the player (whenever he wants) what do I do so they don't stay when the time is over?

there is also a monster (which I'll post soon on a level) that gets away from the room when at a really high speed (5) and yet, a weak gravity (o.2/-0.1)

why a monster can only swich its gravity in the middle of the air twice when I change the option of "collide with ground"?

thats all for today, thank you for the answers zep!

Edit: I'd like to add that this room on the picture has an impossible puzzle because the monsters can't move on the red area

Edit2: to put it simply, the nomon trigger is not working here.

P#7840 2013-09-23 18:08 ( Edited 2013-10-12 19:30)

Hey! I'm not able to help with any of the issues you mentioned above, but I checked out your level (which was nicely crafted) and had a question. How did you make "player" type objects?

P#7853 2013-09-28 16:36 ( Edited 2013-09-28 20:36)

I was using those players from before the update

They are impossible to make now

P#7854 2013-09-28 19:33 ( Edited 2013-09-28 23:33)

Hey Kling

So, for the timeline thing, I think the problem is that activation requires two conditions:

  • before time t
  • player is close (or whatever)

At the moment it's only possible to have one trigger. This is likely to be resolved in 0.3 with compound conditions (if A and B then C), but until then I don't think it's possible.

The only way around it would be a horrible, horrible hack where you have pickups containing a modifier that makes the pickup invisible and non-interactive after a certain world time. Not recommended though! And it's not possible to access the timeline time if it doesn't line up with the world time.

The other problems all looks like bugs that I'll be able to fix for 0.2.10. Unfortunately the timeline one requires a bit more fundamental engine work.

@bugglesman I took custom players out temporarily as they were going to break in future versions, but they're coming back for good in the next update soonish!

P#7869 2013-10-05 18:17 ( Edited 2013-10-05 22:17)

thanks zep, I won't use such a hack on voxatron expecially if it is that horrible.
thanks for fixing those bugs zep, also, the monster mentioned here, is the boss from the level "locks" you can see the bug if you change the size of its room to the default one.

P#7872 2013-10-05 19:30 ( Edited 2013-10-05 23:30)

I noticed an additional bug demonstrated by this level -- when a monster increases in height due to a modifier, any actors standing on top fall through. I'll make them just pop up instead.

P#7874 2013-10-12 15:30 ( Edited 2013-10-12 19:30)

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