2009-09-25, 02:13 PM
This seems like another bug to me, unless control flow actually moves to the controlled leaf (which either way is very counter-intuitive/presumably not intended)
The problem is this "bug" severely limits what you can do with the control-active-leaf instruction.
My hypothesis about how this happened is some programmer programmed the control active leaf function to exit the current leaf. Then some other programmer adds the ability to control the leaves of other events, yet no one realizes the instruction is still jumping out of the current leaf (because no one bothered to playtest SoM outside of the KF1 demo, and could give a fuck about patching stuff I'm sure the Japanese user base must've bemoaned to From)
One work around for having a single event control multiple events would be to have an always on with a long ass series of IF instructions tested against a counter that is incremented each pass thru. That's not something you would want to do by hand though. However it could be a way to make a future extended instruction set backwards compatible with the original runtimes. Anyway, I'm stuck deciding if I want to bend over backwards like this, or if I might just settle for a simpler event setup. Like how I ran into this, is if you make a message pop up within some radius, it's very easy for the player to have been in the process of hitting a button that will cancel the message (not realizing the message was coming) ...basically the only fool proof way to work around this is to setup an IF message after the last message to ask them to replay it (doing so with the message itself is not good enough because one of the buttons will cancel the message regardless of what choice is selected) ...the message itself has to be always on in order to be able to repeat it, so you need another radius event to trigger it. I'm not sure what I will decide to do in the end.
Has anyone thought about making an NPC diary like in many of the KF games? Would not be that hard I think if every NPC was an item in your inventory that could replay their dialogue monologue.
PS: Thanks for the in depth scenario Tom!! Got altars on the old mind huh
^Makes me wonder about that new game you were dropping hints about~
The problem is this "bug" severely limits what you can do with the control-active-leaf instruction.
My hypothesis about how this happened is some programmer programmed the control active leaf function to exit the current leaf. Then some other programmer adds the ability to control the leaves of other events, yet no one realizes the instruction is still jumping out of the current leaf (because no one bothered to playtest SoM outside of the KF1 demo, and could give a fuck about patching stuff I'm sure the Japanese user base must've bemoaned to From)
One work around for having a single event control multiple events would be to have an always on with a long ass series of IF instructions tested against a counter that is incremented each pass thru. That's not something you would want to do by hand though. However it could be a way to make a future extended instruction set backwards compatible with the original runtimes. Anyway, I'm stuck deciding if I want to bend over backwards like this, or if I might just settle for a simpler event setup. Like how I ran into this, is if you make a message pop up within some radius, it's very easy for the player to have been in the process of hitting a button that will cancel the message (not realizing the message was coming) ...basically the only fool proof way to work around this is to setup an IF message after the last message to ask them to replay it (doing so with the message itself is not good enough because one of the buttons will cancel the message regardless of what choice is selected) ...the message itself has to be always on in order to be able to repeat it, so you need another radius event to trigger it. I'm not sure what I will decide to do in the end.
Has anyone thought about making an NPC diary like in many of the KF games? Would not be that hard I think if every NPC was an item in your inventory that could replay their dialogue monologue.
PS: Thanks for the in depth scenario Tom!! Got altars on the old mind huh
^Makes me wonder about that new game you were dropping hints about~