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Thread: New Trap capabilities in KeeperFX

  
  1. #11

    Default Re: New Trap capabilities in KeeperFX

    Quote Originally Posted by YourMaster View Post
    Share a script please and I'll have a look. Does the log file say anything?
    After I load, even the future placed traps dont work. The log file contains nothing interesting.

    Code:
    LEVEL_VERSION(1)
    COMPUTER_PLAYER(PLAYER1,0)
    SET_TRAP_CONFIGURATION(LAVA, 20, 8, 335, 3, 5, 1, 0)
    MAGIC_AVAILABLE(PLAYER0,POWER_IMP,1,1)
    Last edited by kix; October 21st, 2020 at 18:25.

  2. #12

    Default Re: New Trap capabilities in KeeperFX

    If I run that, my trap looks like a eating priestess.

    Is that your full script by the way,.. I just used your SET_TRAP_CONFIGURATION line in my script and it worked. Try it further down or up in the script?

  3. #13

    Default Re: New Trap capabilities in KeeperFX

    Quote Originally Posted by YourMaster View Post
    If I run that, my trap looks like a eating priestess.

    Is that your full script by the way,.. I just used your SET_TRAP_CONFIGURATION line in my script and it worked. Try it further down or up in the script?
    I've set the model to eating priestess. I reduced the script to 2 lines (lvl version and set trap config) and the problem persists:
    1. trap works
    2. save game
    3. load game
    4. trap's config is unset, it's default

  4. #14

    Default Re: New Trap capabilities in KeeperFX

    Sorry, I completely misread. I did not see your trouble had to do with loading a saved game. I just tried:

    1) Start game
    2) Place trap -> eating witch
    3) Save game
    4) Load game -> still eating
    5) Exit game
    6) Start game
    7) Load save -> still eating

    So here everything works. I'll look for a map with a pre-placed trap.

    EDIT: But I see some strange behavior too, which I can't quite explain. I've put it on my list to investigate further and see why it's going wrong now and what I can fix.
    Last edited by YourMaster; October 23rd, 2020 at 07:51.

  5. #15

    Default Re: New Trap capabilities in KeeperFX

    It was a pretty big problem, but it's fixed now. Unfortunately that means that the SET_TRAP_CONFIGURATION script command cannot really be used for 0.4.8.
    See: https://github.com/dkfans/keeperfx/issues/844

  6. #16

    Default Re: New Trap capabilities in KeeperFX

    I was worried it would be unfixable and we'd lose this great feature. So good job fixing this. also quickly

  7. #17

    Default Re: New Trap capabilities in KeeperFX

    Doing the same for the SET_DOOR_CONFIGURATION will prove to be more difficult though, as most of those functions are still not rewritten.

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