#(2.1) Inconsistent Toggle & Gameplay Orb Priority after Attempt 1

16 messages · Page 1 of 1 (latest)

hollow hornet
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For the first 2 parts of my solo I have toggle orbs placed beneath the gameplay orbs so that when the player hits the gameplay orb, the toggle orb beneath it activates a rotate trigger causing the orb to look like it is swaying back and forth on a string. On attempt 1 the toggle orbs work just fine, though after that attempt the layering becomes bugged so instead of both orbs being toggled at the same time, either the toggle orb is activated or the gameplay orb is activated. The gameplay orbs are on Z Layer B1 and Z Order 12 while the toggle orbs are on Z Layer B1 and Z Order 11.

I have looked through the priority guide and moved the toggle orbs to the right 40 or so units (AKA I moved them to the right enough so that they would always have low priority) and then moved them back in place using a move trigger in-game, though the problem would still persist. I put the toggle orbs on a lower B layer and Order yet the problem would still remain. I even deleted the gameplay orbs and toggle orbs then placed the toggle orbs first then the gameplay orbs. Problem still persisted. Interestingly enough when I first created these orbs the bug didn't show up; it only appeared months or so after I had already created the orbs. I also scaled up and down the toggle orbs and that didn't help.

Marked as a layering bug as the layering for them affects the orbs I'm pretty sure. Bug is also a 2.1 bug as I am still in 2.1 so any 2.2 suggestions cannot be followed through with.

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Wait looking back at this video the bug also affects attempt 1 based on the first green orb in part 2. I thought I just missed the orb there.

cedar path
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the only solution I can think of is to use touch triggers that are touch triggered on top of the orbs, instead of toggle orbs. Then they should "toggle on" the rotate triggers. The problem is that the touch triggers will keep looking for clicks, so make sure the rotate triggers are'nt multi triggered

hollow hornet
cedar path
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It's because it only checks after you get to the orb so it doesn't work for buffering. Here's another way of doing it that should work I hope it's not too complicated (I really can't find anything better I'm sorry)

hollow hornet
drowsy pilot
hollow hornet
drowsy pilot
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Try putting it on hold mode

hollow hornet
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Nor moving the rotate triggers back a tile do anything.

terse herald
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Try this. The pickup ID here acts as a signal that the cube is on the orb´s range; the ID will take the value of one as you approach it, and will return to zero once the cube it´s out of range. There´s a touch trigger that will trigger an instant count trigger, which in turn will trigger whatever you want (in this case rotating the black orb) only if the pickup ID is equal to one, meaning it will trigger only if you tap on the orb's range

drowsy pilot
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-1 then +1

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Or maybe this setup could use a spawn trigger with a bit of a delay

terse herald