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GGMAX BUG - When Toggling a Light with a Triggerzone that was set to Not Spawn at Start #5574

Closed Kitakazi closed 3 weeks ago

Kitakazi commented 3 weeks ago

Trying to Toggle a light On/Off with a Triggerzone that was set to not spawn at start but then is activated by another zone, will produce a bug where the toggled light flashes and flickers really bad. Instead of the triggerzone acting normally and triggering the light on or off as you would expect.

Video to reproduce: https://youtu.be/fEbJjYQkycw?si=RGEQaYgaVN03ZbYW

FPM: lightsbugged.zip

Necrym59 commented 3 weeks ago

Confirmed

synchromesh62 commented 3 weeks ago

@Kitakazi Ye i can also confirm this one as it gave me issues but here is a work around I found if your stuck. Add a third hidden item with a timed event attached to the zone so that toggles the light.

https://github.com/TheGameCreators/GameGuruRepo/assets/35708217/c374be27-8ada-49e5-a335-ea32fe02f524

LeeBamberTGC commented 3 weeks ago

@Kitakazi A curious little logic knott! In fact this worked as intended, the trick was connected with the spawn of dead zones via logic links: image What is happening is when the second zone is entered, it ALSO has a logic link back to the first DESTROYED zone, which respawned it, and in so doing, caused the logic link to activate the second again, and thus around we go!

I have updated the script to V12 which adds a special deadman flag so that even if a logic link can respawn a dead object, using this script will prevent such an event and follow the MULTI TRIGGER directive instead. In the next DECTEST build.

Kitakazi commented 3 weeks ago

Sounds good thank you!