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[Not a bug] Des Ew spell clone always makes sound

Posted: Mon Apr 24, 2006 5:48 am
by Sophia
Whenever a cloned Des Ew hits a wall it always goes ZAP!, even if I tell it to not make any noise by setting its sound to NULL.

Posted: Mon Apr 24, 2006 11:51 am
by George Gilbert
I can't reproduce this - can you send me a txt file with your cloned des ew in it just in case the problem is in that rather than the engine!

Posted: Mon Apr 24, 2006 6:25 pm
by Sophia
It's in the quiver demo, actually:

ADD DUNGEON_SPELL_SPECIAL CLONES=(DUNGEON_SPELL_DESEW) NAME=(SPECIAL DESEW) CONVERT_EXPLODE=(NEW_OBJECT:DUNGEON_CLOUD_SPECIAL_DESEW,SOUND:NULL)

It still goes ZAP!, though. (You can hear it going off, since it's not too far away)

Posted: Mon Apr 24, 2006 6:56 pm
by George Gilbert
Ahh - I think that this is a bug in your dungeon; the DUNGEON_SPELL_SPECIAL is (correctly) not making any sound at all when it explodes. However, due to item SOPH0000-4, the resulting cloud converts into a DUNGEON_SPELL_DESEW which then (correctly) explodes and (correctly) makes the zap sound.

I don't quite follow the logic behind that global swap, but perhaps this is enough information for you to understand what's happening. Let me know if you need any further help with this though!

Posted: Mon Apr 24, 2006 8:28 pm
by Sophia
Oops, I wanted a Des Ew cloud, not a Des Ew spell. :oops:

The reason behind the global swap, in case you're curious, is to prevent the trigger from being tripped more than once by the same cloud. If I didn't swap it to something else, the cloud would trigger the floor trigger below, which would then decrement the counter, which would then activate the floor trigger, and if a floor trigger gets an activate and the relevant object is on it, it acts like it just got activated again.

I guess I could actually just swap it to NULL! :D