General Dungeon Editor glitches and problems
Re: General Dungeon Editor glitches and problems
I found an issue with hidden pressure plates. If you uncheck the "silent" checkbox in the inspector, and then run the preview, walking over them doesn't produce a sound. Also, when you save with them unchecked and then reload the map in the editor, the checkbox reverts back to being checked.
Re: General Dungeon Editor glitches and problems
I think hidden pressure plates are always silent but I'm not 100% sure without checking code. It's probably intentional.Billick wrote:I found an issue with hidden pressure plates. If you uncheck the "silent" checkbox in the inspector, and then run the preview, walking over them doesn't produce a sound. Also, when you save with them unchecked and then reload the map in the editor, the checkbox reverts back to being checked.
- Montis
- Posts: 340
- Joined: Sun Apr 15, 2012 1:25 am
- Location: Grimrock II 2nd playthrough (hard/oldschool)
Re: General Dungeon Editor glitches and problems
But aren't there some hidden pressure plates in the game that produce a click sound!?
You could of course always do a
when triggering the plate as a workaround.
You could of course always do a
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playSound("button")
Re: General Dungeon Editor glitches and problems
I think you answered the question yourself
Re: General Dungeon Editor glitches and problems
Hmm okay, I'll try that. Maybe take the checkbox out of the inspector then if it doesn't do anything. Thanks!petri wrote:I think you answered the question yourself
Re: General Dungeon Editor glitches and problems
I'm not sure if this is a glitch, but if you have a function gives an effect to specific FX entity, the FX entity must not only exist, but currently be playing.
So if you:
You'll get an "attempt to index global "poison1" (a nil value) X, and the same if you do
with a timer that repeats every 2 seconds. But if you do
with a timer that repeats every 1.4 or shorter, it works fine.
So if you:
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function toxic()
poison1:setParticleSystem("hit_slime")
end
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poison1:setParticleSystem("hit_slime")
function toxic()
poison1:setParticleSystem("hit_slime")
end
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poison1:setParticleSystem("hit_slime")
function toxic()
poison1:setParticleSystem("hit_slime")
end
Re: General Dungeon Editor glitches and problems
Minor bug:
If you have a teleporter pointing to a certain spot on a different level, and then you want to change where it's pointing to by clicking "Set Teleport Target" and pick a square on the same level as the teleport, the X and Y will update but the L will remain the different level (instead of changing to the teleporter level).
Maybe this is intentional, I guess I could see it either way
If you have a teleporter pointing to a certain spot on a different level, and then you want to change where it's pointing to by clicking "Set Teleport Target" and pick a square on the same level as the teleport, the X and Y will update but the L will remain the different level (instead of changing to the teleporter level).
Maybe this is intentional, I guess I could see it either way
Finished Dungeons - complete mods to play
Re: General Dungeon Editor glitches and problems
You should spawn fx entities dynamically from a script using spawn(). They will automatically destroy themselves when completed.
Re: General Dungeon Editor glitches and problems
Well I managed to get all ooze gushing from the ceiling working, but that should be useful for ones that aren't constantly looping.petri wrote:You should spawn fx entities dynamically from a script using spawn(). They will automatically destroy themselves when completed.
Re: General Dungeon Editor glitches and problems
When typing the "Spawned Entity" into the Inspector for a spawner, the autocomplete doesn't list everything. I type "tor" and the autocomplete doesn't list "torch", only "shrakk_torr", but when I type fully "torch" and test it, it works just fine in game.
Bug? Simply an incomplete list?
Bug? Simply an incomplete list?
Finished Dungeons - complete mods to play