One-Square Motion Glitch
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- Rainbow AllStar
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One-Square Motion Glitch
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Last edited by Emerald141 on Thu Sep 01, 2022 2:46 pm, edited 1 time in total.
Hmm, very strange, looks like you find a new bug with the game. I can confirm that it has nothing to do with your teleporters; the same thing happens even if the thwarts move to plain floor tiles.
Have you tried using the flip glitch to place the thwarts directly on the tiles where the teleporters are? So you won't have to move the thwarts and "lose" the dialog. I can't think of any other way around this bug.
Have you tried using the flip glitch to place the thwarts directly on the tiles where the teleporters are? So you won't have to move the thwarts and "lose" the dialog. I can't think of any other way around this bug.
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- Rainbow AllStar
- Posts: 4548
- Joined: Fri Dec 26, 2008 4:56 pm
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- Rainbow AllStar
- Posts: 4548
- Joined: Fri Dec 26, 2008 4:56 pm
The order you put in the objects using the flip glitch can sometimes make a difference. If you put in the teleporters first and then use the flip glitch to put the thwarts, try reversing the order: delete your teleporters and thwarts, then put in the thwarts first, and finally put in the teleporters using the flip glitch.
If that still doesn't work, you can PM me the level file, and I'll manually make sure all the location data for the teleporters and thwarts are same.
If that still doesn't work, you can PM me the level file, and I'll manually make sure all the location data for the teleporters and thwarts are same.
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- Rainbow AllStar
- Posts: 4548
- Joined: Fri Dec 26, 2008 4:56 pm
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- Rainbow AllStar
- Posts: 4548
- Joined: Fri Dec 26, 2008 4:56 pm
I found that if the Thwart starts off with Active=No and then you activate it, then there's no problem with being able to enter the space the thwart originally occupied. However, you also can't talk to it.
So one possible re-design would be to surround the thwarts with general command buttons that can bring up the dialog for you (CMD 21). That way you can get the dialog by moving next to the thwart. The buttons can be deactivated/destroyed during the dialog so that they can't be stepped on again.
I can also think of a more complicated re-design that could simulate being able to talk to Thwarts by clicking, but let's try the simpler idea above first.
If you need thwarts with instantaneous ActivationSpeed I can create the WOP for you.
So one possible re-design would be to surround the thwarts with general command buttons that can bring up the dialog for you (CMD 21). That way you can get the dialog by moving next to the thwart. The buttons can be deactivated/destroyed during the dialog so that they can't be stepped on again.
I can also think of a more complicated re-design that could simulate being able to talk to Thwarts by clicking, but let's try the simpler idea above first.
If you need thwarts with instantaneous ActivationSpeed I can create the WOP for you.
-
- Rainbow AllStar
- Posts: 4548
- Joined: Fri Dec 26, 2008 4:56 pm
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- Rainbow AllStar
- Posts: 4548
- Joined: Fri Dec 26, 2008 4:56 pm