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IDProjectCategoryLast Update
0020760Starward RogueBug - GameplayNov 10, 2018 12:32 pm
ReporterFluffiest Assigned To 
Severityminor 
Status resolvedResolutionopen 
Product Version2.501 (Unity version Rollback) 
Fixed in Version2.600 (Room for one more?) 
Summary0020760: Traps in X1_D18_QuadPuzzle deactivate on startup
DescriptionEntering the room immediately triggers the "room cleared" chime and all of the traps power down. Let me know if you need a save.
TagsNo tags attached.

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Pepisolo

Nov 10, 2018 12:32 pm

developer   ~0050462

I just figured this out and put in a fix. All enemyless rooms like this have an invisible Dummy Enemy placed via the editor. I'm not exactly sure, but I think the problem was that the Dummy enemy was placed too close to the starting position of one of the entrances to the room, and there may be some code in place to prevent enemies spawning this close to the player. So half of the time the room was self clearing depending on which entrance was used. I didn't program the engine so I can't say for sure, but I think that was the issue. I've fixed this for the next build, anyway. Thanks for the feedback! :)

Issue History

Date Modified Username Field Change
Nov 9, 2018 11:36 am Fluffiest New Issue
Nov 10, 2018 12:32 pm Pepisolo Note Added: 0050462
Nov 10, 2018 12:32 pm Pepisolo Status new => resolved
Nov 10, 2018 12:32 pm Pepisolo Fixed in Version => 2.600 (Room for one more?)