#1
Random wierd logic rearrangement and reconnections (possible bug)
Archive: 3 posts
Ok, so I'm having a few issues with some bugs (i think) and I wonder if anyone has noticed or has solutions for them.... I'll describe the situation. At one point of my level I have some sackbots acting out a scene where there are two prisoners being marched into a cage by another sackbot. Initially I have the three actors hidden behind some scenery. The scene is activated by the output of a magic mouth on another sackbot, which links to the acting behaviour chip of the three others, once he has said his lines, and deactivates the idle behaviour chip with a NOT gate. It all works fine when I test in create and preview modes, but when I change to play mode, one of the prisoners doesn't move when they are supposed to. They just stay idle, hidden behind some scenery. I am at a loss to explain or fix it as it works fine in create mode. A similar thing had happened before, in create mode, where for some strange reason the connection to the acting behaviour chip somehow became attached to the output of a timer in another part of the level (I have no idea how or why this happened but it did on several occasions so it must be a bug of some sort.) But now, when I check the connections they are all as they should be, and as I said it works perfectly in create mode. I even tried deleting the offending sackbot and copying the one that was working properly as a replacement, but again the sackbot refused to have it's acting chip activated when it should. It getting pretty frustrating now ![]() So, has anyone had similar problems, or have any ideas that may be of help to me? ![]() | 2011-02-20 03:08:00 Author: chillum007 ![]() Posts: 228 |
IS yoru thermo full? I spent hours yesterday trying to recreate a glitch happening in play mode, and finally got it to occur finding it happens exactly at overheat. Your level may spike at that moment. In the level I had a jump fumction that just would stop. I had to work around it by having several items put in emitters and emitted after the part, and had earlier parts of the level delete as the player goes along. I have also had magnetic switches change 180 on me. | 2011-02-20 04:51:00 Author: celsus ![]() Posts: 822 |
Thermo is nearly full, still a few notches to go though..... yeah, I've notices a few weird bugs so far, hopefully patches will fix. | 2011-02-20 05:46:00 Author: chillum007 ![]() Posts: 228 |
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