Another SOM oddity to look out for

#1
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.

- Todd DuFore (DMPDesign)
Site Founder
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#2
Are you positive this is not an isolated incident? I've never had (noticed) this trouble before.

Not what I planned on doing this morning, but oh hell... might as well confirm this.... brb


Oh well, this is dumb. How the hell can there be so many damn bugs Doh
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#3
Lol I dont know, but I had an interesting conversation with someone tonight you really should have the chance to meet sometime. ‎  Going to post about it in another topic.
- Todd DuFore (DMPDesign)
Site Founder
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#4
I know I'm new and this could be compleatly useless. I've looked at the tutorial and this might help or it might not. Is it possable to make it consumeable? (one again: could work, could not)
Yeah, I'm still around. I haven't much to say anymore however I do lurk around here. Ninja
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#5
The trouble with consumable items is there is no way to keep the player from accidentally using the key at random. ‎  If you consume it while not facing the pedastal the key is gone forever.

The fix above will work, its just something to be on the look out for.
- Todd DuFore (DMPDesign)
Site Founder
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#6
I tried. It's kinda hard to give advice about something you have no experience with.
Yeah, I'm still around. I haven't much to say anymore however I do lurk around here. Ninja
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#7
You should try making it consumable just to see what happens. I forget how your work around worked, but putting it back if misused would probably be easier to setup event wise (edited: though I suppose the patch event would have to be globalalized)
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