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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!

P#8297 2014-01-14 19:09 ( Edited 2014-01-16 02:33)

Here's a copy of the monster.

P#8298 2014-01-14 19:14 ( Edited 2014-01-15 00:14)

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.

P#8302 2014-01-14 19:54 ( Edited 2014-01-15 00:58)

Awesome, how did you fix it? Unfortunately I'm unable to import it into my level because of my copy/past glitch. :/

P#8305 2014-01-14 23:09 ( Edited 2014-01-15 04:09)

I just changed the trigger from none to an invalid one (time:-1)

P#8307 2014-01-15 08:32 ( Edited 2014-01-15 13:32)

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.

P#8309 2014-01-15 11:22 ( Edited 2014-01-15 16:22)

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)

P#8310 2014-01-15 11:31 ( Edited 2014-01-15 16:31)

what are the parent modifiers for really? .-.

P#8313 2014-01-15 13:49 ( Edited 2014-01-15 18:49)

My guess is as good as yours, kling :/

Actually, I think the "Time" parent modifier works. Cannot confirm it for sure, though...

P#8319 2014-01-15 20:01 ( Edited 2014-01-16 01:01)

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

P#8323 2014-01-15 21:33 ( Edited 2014-01-16 15:06)

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