FranticDan Posted November 18 Share Posted November 18 Quoting the A21.2 b30 patch notes "Fixed POI trigger system not working correctly when utilizing multiple triggers to trigger another item" So, you might be asking, how is it broken even further than it was before? Before b30, if a block is 'triggered by' multiple triggers, you needed to trigger ALL of those triggers to activate that block (for the most part, it was buggy and not fully working correctly) After b30, triggering ANY trigger will activate the triggered block, regardless if the other triggers weren't even triggered. Example: B26 and prior: Press ALL buttons to open the door B30: Press ANY button to open the door This "Fix" has destroyed the ability to make puzzles in POI's. Now it's a 'press any button for automatic solution'. 1 Link to comment Share on other sites More sharing options...
Riamus Posted November 19 Share Posted November 19 (edited) Edited... I was thinking of something different. Edited November 19 by Riamus (see edit history) Link to comment Share on other sites More sharing options...
FranticDan Posted November 21 Author Share Posted November 21 Serious question to any TFP member. How do I make my puzzles functional again in A21.2 b30? Is there a workaround to the latest "fix" to the trigger system code that I am overlooking? Link to comment Share on other sites More sharing options...
theFlu Posted November 21 Share Posted November 21 10 minutes ago, FranticDan said: How do I make my puzzles functional again in A21.2 b30? If you relied on the AND-logic, and that got swapped to OR... well, obviously you can't. I do assume you know this. Physically redesigning your "puzzles" may be the only option.. simply having the puzzle progress "door by door", would require all switches flipped. Not necessarily even linearly, you could hide a switch in room 1 to unlock room 4, or something. Hmm, your images show that you can link several switches to one door, but is it possible to link one switch to several doors And further, is it possible to link another switch to a subset of said doors? And, I guess, are they possible to be used as toggles instead of ... well, one-use-switches or "fuses"? If togglable and multi-connectable: Say, switch one toggles doors 1,2, switch 2 toggles doors 1,3, you've now closed door one behind you for whatever nefarious purposes. Could also turn into a puzzle-type situation. I mean, some bugs seem to indicate that the switches have the ability to drive doors shut as well as open, just not sure if it's "Only a bug" and toggling is not accessible by design, or if there's a way to use toggling... But yeh, none of that will really fix a puzzle designed for Ands. Link to comment Share on other sites More sharing options...
FranticDan Posted November 21 Author Share Posted November 21 8 hours ago, theFlu said: If you relied on the AND-logic, and that got swapped to OR... well, obviously you can't. I do assume you know this. Physically redesigning your "puzzles" may be the only option.. simply having the puzzle progress "door by door", would require all switches flipped. Not necessarily even linearly, you could hide a switch in room 1 to unlock room 4, or something. Hmm, your images show that you can link several switches to one door, but is it possible to link one switch to several doors And further, is it possible to link another switch to a subset of said doors? And, I guess, are they possible to be used as toggles instead of ... well, one-use-switches or "fuses"? If togglable and multi-connectable: Say, switch one toggles doors 1,2, switch 2 toggles doors 1,3, you've now closed door one behind you for whatever nefarious purposes. Could also turn into a puzzle-type situation. I mean, some bugs seem to indicate that the switches have the ability to drive doors shut as well as open, just not sure if it's "Only a bug" and toggling is not accessible by design, or if there's a way to use toggling... But yeh, none of that will really fix a puzzle designed for Ands. I'm going to say yes to all you mentioned. I have used different ways to make my puzzles, most are still functional, but two of my puzzles require the 'AND' to work, and as such, pressing any switch now automatically solves these puzzles. The puzzles in question are isolated to their own rooms. And there's no other possible way to rework those puzzles given the context for those puzzles. Both puzzles are doors with multiple 'triggered by'. With one puzzle having the intent of pressing 3 different switches to open, with 3 other switches in the room being "wrong" which spawn enemies when pressed. The other puzzle there are 4 switches and each switch has 2-3 'triggers', the door attached to those switches has 5 'triggered by'. I have 5 coloured lights individually assigned their own 'triggered by' with the intent of the puzzle to have all lights switched off at the same time for the door to open. Now that part didn't work before either, due to the trigger code not correctly remembering which triggers were on/off, with that, the puzzle was still mostly functional and possible to open the door. Most switches that I've used can be pressed multiple times, very few are single use Having a togglable option in prefab editor for 'AND' & 'OR' would be the best of both worlds. Even though I don't see any logical reason for the 'OR' function due to how limiting the whole trigger system is because of it. Triggers 24 - 28 are used for this puzzle, which no longer works as intended Link to comment Share on other sites More sharing options...
Laz Man Posted November 21 Share Posted November 21 Fyi guys, we are looking into this. Be nice to have an option to both but no promises. 1 Link to comment Share on other sites More sharing options...
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