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GAME : problem with flooritem text
Posted: Fri Apr 15, 2005 2:17 pm
by linflas
a flooritem text activated by a trigger is printed, even if you are not walking on the tile where the text is located.
here's an example (the text is under the grate).
http://redribbon.planet-d.net/dm/text.txt
Posted: Fri Apr 15, 2005 6:47 pm
by Pedro
Do you intend to display the floortext only when two conditions are met (pressed switch and party on grate)?
If so, I suggest you to add one counter=2 and connect the switch trigger and party trigger (on grate) to the counter. The trigger should be set with "constant weight" parameter (and with "disable self" if you intend to display this text only once).
I hope this will work as you expect.
Pedro
Posted: Sat Apr 16, 2005 2:51 pm
by linflas
yep but this is only a wrokaround.. this bug wasn't there in previous versions..
Posted: Sat Apr 16, 2005 4:12 pm
by Pedro
I wasn't aware that this is a bug

Moreover, I used this feature in several places in my dungeon because it seemed to be more convenient to make multi-text tiles (first step displays first text, second step displays second text, etc.). If this is a bug I will have to change it all (or not use a newer version).
Pedro
Posted: Mon Apr 18, 2005 10:40 am
by George Gilbert
Hmmm - yes, that is a bug, although equally, I can see that the current behaviour is quite useful!
Perhaps a good work-around would be to introduce a new class of object with the current behaviour?
Posted: Mon Apr 18, 2005 12:01 pm
by linflas
dunno... items formally named "flooritem texts" must be viewed when you walk on the corresponding tile, and only when you're on it.
i always add a destroy trigger on the same tile of the flooritem text, so that it can be viewed once except if you want a permanent description each time you enter a special area (as seen in Conflux 2 for example).
here's my suggestion : forget this bug, keep this useful behaviour, add a boolean -disable self- value to the -flooritem text- class.