DP cooldudepoke's MultiMagic randomly started MAVing both the editor and player for me whenever it exists in a wlv or I go to it in the Object Selector.
I'll try re-downloading it first.
Also, entering a wlv and getting sprung right away causes any buttons you spawn on to not be pressed.
And, if two+ stinkers are killed by a Zap-Bot, it still says 'Stinker Eliminated.' No matter what.
EDIT: Nope, the wops are still refusing to work for me. Now I can't play any of my MM adventures.
Some things while playing with the editor...
call it an extention of my previous post, if you will, to which took place in the photos of ingame progress section.
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Your only little stinker that's absolutely NOT a z-bot by this name, Jutomi~
I've been doing some experimenting on the behaviour of water creatures and water and lava irregularities.
Water creatures (ducks, turtles, both types of crabs, and water chompers,) treat lava as walls in floor contact. (That is, they can move diagonally around it and across it, and fly over via spring or cross via bridge type things, but they cannot swim into or through it.) They die if a bridge collapses while over lava, except for turtles.
Turtles on a bridge over lava having it deactivated get stuck as if they are on a floor tile surrounded by walls when lava's on all four sides of them, or go back on the floor/ in the water if there is a floor or water tile on one of the four side tiles of the lava. They can still be frozen, unfrozen, and Flashed as normal.
Creatures spawning on lava die, except turtles who repeat the same behaviour as above.
Water creatures spawned on water also behave odd. Ducks are supposed to and die if not spawned on water, but a duck set to Move:Yes with no water tiles adjacent to it (diagonals do not count) cannot move and faces south all the time, acting like plain water.
Water chompers behave as in water mode when spawning in water, that is, as normal.
Dragon-turtles act as if water is floor, and are submersed at water level (-1.0) as they walk on both floor and water tiles. They still act weird around lava, but are normal in their solidity. They cannot dive in water as they 'think' they already are in it, and go through it as floor. These turtles cannot be shot with magic, as if they are deactivated and 'invisible'. Visually, you can still see their dragon horns bobbing up and down as they move.
Crabs act really weird on water spawning. Green crabs turn into walls, not reacting to the player or magic or anything else at all and swaying back and forth while facing south. They never move, and are floating above the water as if on ground while swinging slowly on the spot like a key.
Red crabs also swing and are floating, but they still have their movement type of running away from the player. Any water tile a red crab spawns or moves on becomes a floor tile and can be walked on as normal.
I have more research to do on this, particularly as related to using CMD 41/42 to spawn creatures in water instead of starting the level with them on water. I am also going to mess around with bridges/transporters/pads functioning on lava, land, metatiles, etc. I know for a fact you cannot spawn Growflowers or Brr-pads on lava with magic.
In conclusion, my experiments show that water behaviour is glitchy and very manipulable. There are no MAVs caused by them right now unless CMD 4 comes into play, so I think these would be great for MM-type levels.
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Yes, the rainbow-pad glitch also goes for ice pads if you have nimble fingers, but they melt faster and cannot be reused. Unfortunately, right now my rainbow pad wop is acting like an ice pad for no reason, so I have to fix that first.
On another note, the glitches in my above experiment proved more unstable than I thought. They only function until the game is saved then reloaded. Then, the crabs go into their regular shell-in-the-water mode. Don't know about land. The turtle in water seemed to disappear.
Last edited by Wonderman109 on Wed May 21, 2014 8:37 pm, edited 1 time in total.
Wonderman109 wrote:Unfortunately, right now my rainbow pad wop is acting like an ice pad for no reason, so I have to fix taht first.
The Brr Float has a Type of 300 while the Rainbow Pad has a Type of 301. Both of their SubTypes are 0. Check the wop file's attributes (maybe in Power Wop since you can see everything in base 10).
Wonderman109 wrote:Unfortunately, right now my rainbow pad wop is acting like an ice pad for no reason, so I have to fix taht first.
The Brr Float has a Type of 300 while the Rainbow Pad has a Type of 301. Both of their SubTypes are 0. Check the wop file's attributes (maybe in Power Wop since you can see everything in base 10).
Could you explain more on that last part? I don't know what you mean by Base 10.
Wonderman109 wrote:Unfortunately, right now my rainbow pad wop is acting like an ice pad for no reason, so I have to fix taht first.
The Brr Float has a Type of 300 while the Rainbow Pad has a Type of 301. Both of their SubTypes are 0. Check the wop file's attributes (maybe in Power Wop since you can see everything in base 10).
Could you explain more on that last part? I don't know what you mean by Base 10.
It simply means the decimal system . PowerWop is recommended so you don't have to use a hex-editor, and look at base 16 hex values
Check that your RainbowFloat .wop has a type of 301, instead of 300.
I found two bugs while making a level avenging my brother.
Thwarts in the editor screen of non-standard colour appear in the inventory all the time, and in the wlv when first placed. But, save and exit, re-enter that wlv, and check again. The editor colors changed right back. They still show up properly if re-placed, and in the Player.
Zap-bots, and possibly other flying enemies, die when frozen while over water and possibly lava. I'll ask Wonderman to check this on his Experimentation level thingamajig.
I had an area where you use keys to collect icons (there are different icons to collect, but they're all exactly the same except for some of their ID's and active statuses) and then use the icons as "keys" to open a set of black gates. They have the local off function. It works fine up to a certain point, but no matter what I do, when I get to a specific black gate and use the icon, the gate opens, but I still have the icon in my inventory and I get the "You can not use this item here" message.
Any ideas? Maybe even just on why this is happening?
EDIT: Fixed it by moving a couple gates over, but I still don't understand what happened.
It occurs in the editor if a file is missing, right when you open the editor. I've never seen it do that in a wlv. Then again, I get random MAVs from opening many wlvs fast and deleting lots of objects fast, so huh indeed.
Last edited by Wonderman109 on Fri Jul 18, 2014 6:17 pm, edited 1 time in total.
The "accessory" bug is one that only happens when you open a level.
As far as I can tell, the Editor and game both dynamically load accessory graphics, instead of having a set list. While the Editor does have a "limit" set on accessories you can use, the glasses settings are pretty easily broken, allowing you to set them to values that the game doesn't have by default.
In the old Editor, this only became a problem when you tried playing it, but in the new Editor, it's a bit more problematic. If you're copying a level over from the old Editor, you should double-check to make sure that all the glasses-wearing NPCs in it work fine in-game.
You can circumvent the Editor closing by creating the file it's looking for, which is quite useful.