FLOORITEM_TRIGGER deactivate self
Posted: Tue Jan 13, 2004 1:36 am
Just been having a look at a problem where a trigger was crashing a dungeon because it didnt de-activate itself when stepped on by the party (after performing its action)
Checked GG's editor and it appears that the option is supported by the OPTIONS property but it doesnt seem to do anything.
To get round it there is another trigger on the same tile with a longer delay (3) that deactivates them all.
Is this a bug or is the above the standard way that triggers work.
The trigger was pointing at a relay that launches a single object (charge was set to 1 on the shooters) from 4 shooters. When you stepped on it the first time it was fine, but restepping on it failed.
The diagnostic was as below.
RTC (V0.28) Diagnostic file - Tue Jan 13 00:17:14 2004
Error:
an access violation exception.
Stack Dump:
RTC.CheckPartyTile(bool TRUE);
RTC.MovePartyForward();
RTC.DoFrame(int 50);
RTC.WinMain();
I had a quick look through DM.TXT and CSB.TXT but couldnt find any flooritem_triggers that deactivate themselves.
Any ideas?
Cheers
Checked GG's editor and it appears that the option is supported by the OPTIONS property but it doesnt seem to do anything.
To get round it there is another trigger on the same tile with a longer delay (3) that deactivates them all.
Is this a bug or is the above the standard way that triggers work.
The trigger was pointing at a relay that launches a single object (charge was set to 1 on the shooters) from 4 shooters. When you stepped on it the first time it was fine, but restepping on it failed.
The diagnostic was as below.
RTC (V0.28) Diagnostic file - Tue Jan 13 00:17:14 2004
Error:
an access violation exception.
Stack Dump:
RTC.CheckPartyTile(bool TRUE);
RTC.MovePartyForward();
RTC.DoFrame(int 50);
RTC.WinMain();
I had a quick look through DM.TXT and CSB.TXT but couldnt find any flooritem_triggers that deactivate themselves.
Any ideas?
Cheers