So, this may be isolated to me again, but I'm encountering a very aggravating glitch. I have monster modifier 1 (set to [periodic:600]) that plays an animation, then leads to modifier 2 (set to[trigger: none]) that plays an attack. The problem is the [trigger: none] modifier activates on its own as if it were on a random interval.
Here is what should happen (and does on occasion):
Monster is idle ([parent: active] modifier)
Modifier one activates and monster plays aiming animation, immediately leading to modifier 2
Modifier two activates and monster fires bullets while spinning
Monster returns to idle
Here is what actually happens:
Monster is idle
Modifier two activates, spinning monster without playing aiming animation
Monster is idle
I've played with the priority settings and the group settings, but neither seem to make a difference.
Every few times, the monster plays the animations in the proper order.
So why is a modifier triggering on its own if it is set to [trigger: none]? Is this related to the other bugs I seem to be the only one encountering? Am I doing something wrong?
I appreciate the help!
I don't understand... is working correctly for me!
edit: oh I see so the wrong behavior starts thet first time and then it works correctly!
I fixed the thing giving it an invalid trigger (its like a bug that happened to me but slightly different)
here is the file, hope it works now.
Awesome, how did you fix it? Unfortunately I'm unable to import it into my level because of my copy/past glitch. :/
Oh, good workaround. I'll keep it in mind. To fix it I had to make a new modifier from scratch and replace the old one. For some reason the individual modifier was faulty.
I can confirm that.
It seems my secret boss for "The Trouble with Cloning" is suffering from the same problem, at least with regards to the corrupted modifier. Note of advice: Stay away from the "Parent" modifiers, stick to the "Host" modifiers. I had to load from a previous save to stop that problem, and I am finding a safe fix for my secret boss's problem (Unless of course Blind has a better fix for me :P)
My guess is as good as yours, kling :/
Actually, I think the "Time" parent modifier works. Cannot confirm it for sure, though...
THe parent modifier is activated once his Parent is activated ( It's used to activate animation on monster ! ) It,s a child / parent type
Also, when you use a warning effect, even is the other modifier after the warning effect is on " none " it may have keeped the effect when you selected one on " Host " ( Happened to me ), to fix it just set the Host trigger to Time == 9999999999
[Please log in to post a comment]