2009-09-14, 06:48 PM
For all you game makers out there I wanted to bring this issue to your attention so you catch it when you make a game.
There are several pedestal objects in the game that allow you to place a key in them to trigger a switch counter. These can be set to allow you to remove the key or not, but beware, placing a key in the pedestal does NOT remove it from your inventory.
Now depending on how youre using the pedestal/key this may not be an issue, but be aware that once a key is removed from the pedestal you will now have 2 in your inventory...and this can be repeated to duplicate the key over and over. If you are working on something similar to the silviera key or rhombus key scenario this is going to be a problem for you if you dont catch it.
The fix is simple (well annoying but simple). Just have an always on event in the map where the pedestal exists that removes the key that is used from your inventory (change player parameter event) whenever the triggered counter the pedestal is set for=1.
The kicker here is though that you need to be careful on your counters for each pedestal as they must now all have a unique counter that they are attached to.
I was using a star gate/star key scenario similar to KF1 US in my game and couldnt figure out where all these damn duplicate keys were coming from until I looked into it and noticed the bug.
There are several pedestal objects in the game that allow you to place a key in them to trigger a switch counter. These can be set to allow you to remove the key or not, but beware, placing a key in the pedestal does NOT remove it from your inventory.
Now depending on how youre using the pedestal/key this may not be an issue, but be aware that once a key is removed from the pedestal you will now have 2 in your inventory...and this can be repeated to duplicate the key over and over. If you are working on something similar to the silviera key or rhombus key scenario this is going to be a problem for you if you dont catch it.
The fix is simple (well annoying but simple). Just have an always on event in the map where the pedestal exists that removes the key that is used from your inventory (change player parameter event) whenever the triggered counter the pedestal is set for=1.
The kicker here is though that you need to be careful on your counters for each pedestal as they must now all have a unique counter that they are attached to.
I was using a star gate/star key scenario similar to KF1 US in my game and couldnt figure out where all these damn duplicate keys were coming from until I looked into it and noticed the bug.
- Todd DuFore (DMPDesign)
Site Founder
Site Founder