godot-escoria / escoria-issues

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Trigger areas are not disabled when an ESCItem becomes inactive / non-interactive #372

Open balloonpopper opened 1 year ago

balloonpopper commented 1 year ago

Please make sure you talk to the community before creating an issue.

Describe the bug As discussed on discord 14/10

[17:27]Tootle: Hey @StraToN I just posted this in the cfg-interpreter channel, but I'll repost the relevant bit here so you don't have to read pages of text. In my game, I a trigger area that cause a script to run for an NPC. I have a problem at the moment as in the script, the NPC walks through their own trigger area after my player has, causing the associated script to queue a second time. I tried turning off both "active" and "interactive" for the trigger areas (ESCItems), but that doesn't stop the trigger areas from triggering. What is your opinion on whether the commands should disable trigger areas from firing please?

[08:50]StraToN: I totally agree with you, trigger area should be disabled both if inactive or not interactive. In fact I am kind of surprised this is not the case :/

To Reproduce Create an ESCItem Use a script to turn it inactive or non-interactive Inspect the state of the collision shapes attached to the object

Expected behavior Inactive / non-interactive objects should no longer be affected by gameplay actions (e.g. player walking into a disabled trigger area)

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