2009-10-13, 03:17 AM
Just repeated your bug holy...wow thats a lame one.
here was my scenario.
using the harvine flute of course generates a bridge based on a timer.
i have two events, one on each side of the bridge to generate the bridge temporarily. i then had an event to reset the timer and move both of the other events back to leaf 0 (so the next time you play the flute the bridge will come back and dissappear as it did the first time).
it was only resetting the first one i put in the event...so it is most certainly a bug.
i was able to get around it by making 2 events that were always on that affected each of the other events individually based on the timer reaching a certain number.
what a shame, stack up another bug for SOM.
here was my scenario.
using the harvine flute of course generates a bridge based on a timer.
i have two events, one on each side of the bridge to generate the bridge temporarily. i then had an event to reset the timer and move both of the other events back to leaf 0 (so the next time you play the flute the bridge will come back and dissappear as it did the first time).
it was only resetting the first one i put in the event...so it is most certainly a bug.
i was able to get around it by making 2 events that were always on that affected each of the other events individually based on the timer reaching a certain number.
what a shame, stack up another bug for SOM.
- Todd DuFore (DMPDesign)
Site Founder
Site Founder