Possible bug: placing multiple triggers on the same tile
Posted: Thu May 20, 2021 12:37 pm
I'm having difficulty placing two triggers on one tile in v197. I think there might be a bug.
The player will be going in and out of the main castle location a lot, so to keep it fresh I had the idea that the guards on the gate might comment on the player's progress from time to time as you walk past them (as floaty text rather than a convo, so as not to slow things down too much).
So I currently have two triggers placed on the same tile, guards1 and guards2, which activate different floaty text comments. Guards1 works fine - when the players walk past the guards for the first time, they get a bit of banter.
Later, after a quest has been completed, I use gaEngableDisableTriggerEvent to turn off the first bit of floaty text (guards1, events 1 and 2). This also works fine. But then using gaEnableDisableTriggerEvent does not turn on guards2 events 1 and 2.
I've played around with it a bit and I'm fairly sure its not an input error. I tried adding guards2 to a different tile, and then it works fine. The problem is when two triggers are on the same tile. I think this is a bug?
Also, when I select the trigger on the map, if I’m in the “properties” tab then it updates to show the information from either of the selected triggers and I can update it. However, the “TriggerEvents” tab will only show data from guards1 even if I have selected guards2 to work on. TriggerEvents doesn't seem to identify when there are two separate triggers on the same tile.
The player will be going in and out of the main castle location a lot, so to keep it fresh I had the idea that the guards on the gate might comment on the player's progress from time to time as you walk past them (as floaty text rather than a convo, so as not to slow things down too much).
So I currently have two triggers placed on the same tile, guards1 and guards2, which activate different floaty text comments. Guards1 works fine - when the players walk past the guards for the first time, they get a bit of banter.
Later, after a quest has been completed, I use gaEngableDisableTriggerEvent to turn off the first bit of floaty text (guards1, events 1 and 2). This also works fine. But then using gaEnableDisableTriggerEvent does not turn on guards2 events 1 and 2.
I've played around with it a bit and I'm fairly sure its not an input error. I tried adding guards2 to a different tile, and then it works fine. The problem is when two triggers are on the same tile. I think this is a bug?
Also, when I select the trigger on the map, if I’m in the “properties” tab then it updates to show the information from either of the selected triggers and I can update it. However, the “TriggerEvents” tab will only show data from guards1 even if I have selected guards2 to work on. TriggerEvents doesn't seem to identify when there are two separate triggers on the same tile.