#Broken spawn remap & sequence trigger combination

16 messages · Page 1 of 1 (latest)

chrome dew
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Description:
I'm building this trigger function that move a set of objects on based on the value of the itemIDs correspond to each objects. The sequence trigger activated a series of spawn triggers (first one is the original one, the rest are remapped based on the first one).

In the video, you can see the red object, despite having its trigger activated (pulsed red), the object didn't move, instead the blue object moved, and when it was the turn for the** blue object** to move, it moved again.

In short, a trigger got activated but wrong object moved

  • Attempted fixes:
    • Altered the sequence: Changed the order of the triggers of the red object in the sequence trigger, resulted in a crash
    • Remove the remapped spawn trigger: When removed the spawn of the red object, the object right after the red one got affected (seems to always affects the 3rd trigger in the sequence). When removed the spawn of the blue one, both the blue and the red objects didn't activate.
    • Add one more remapped spawn trigger of the red object: The only solution that sort of working, however the blue object still moved twice.

Here the ID if anyone wants to have a closer look: 127631581

fallow voidBOT
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Having trouble getting a trigger to work? Make sure to follow these instructions.

  1. You know how to use the trigger that you're having trouble with (Otherwise, see Triggers 1).
  2. Your trigger isn't accidentally Touch/Spawn Triggered, Stopped, or Toggled Off, it is set to the correct channel, has the correct order, and targets the correct Item ID/Group.
  3. Your trigger's settings are modified from the default values so it can actually do something.
  4. If you're using one of these triggers Move (Target/Direction) GradientTrigger RotateTrigger FollowTrigger ScaleTrigger FollowPlayerYTrigger AdvancedFollow AreaMoveTrigger (ANY Area Trigger) CamStaticTrigger CamEdgeTrigger SongTrigger SFXTrigger (Proximity Modes), your Center Group ID only has one object assigned to it or has one object as a Parent Group.
  5. If you're using one of these triggers to activate other triggers SpawnTrigger OnDeathTrigger TouchTrigger CollisionTrigger InstantCollision CountTrigger InstantCount RandomTrigger AdvancedRandom EndLevelTrigger SpawnParticleTrigger , you've assigned other triggers to the right groups and/or marked those triggers as Spawn Triggered.
  6. If you're using one of these triggers CollisionTrigger InstantCollision CountTrigger InstantCount ItemEditTrigger ResetCollectibleTrigger SpawnParticleTrigger, the additional inputs (Collision Blocks, Pickup Triggers, Item IDs, etc.) exist and are working properly. Double-check that at least one Collision block is Dynamic.
native turret
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@chrome dew this is a case of remap corruption

it causes some spawn triggers to remap the wrong IDs, and usually happens when you have arrays of spawn triggers where you remap a lot of IDs sequentially. I'm not sure yet when it appears, but I suspect it does when you have a setup with a lot of remapped IDs, and along the way you change some dependency within your setup. For example, changing the ID being spawned with other ones, or modifying the remapped IDs with other values.

when a spawn trigger gets corrupted, other copies of it will also carry the corruption, and if you delete any corrupted trigger, or the remaps it carries, your game may crash or experience more bugs. The solution to this is to create new spawn triggers from scratch (you can still copy paste these new triggers because they won't be corrupted), and then make the corrupted triggers unspawnable (remove all their activation group and make them either spawn or touched triggered).

that's what I did in your setup, just replaced the old spawn triggers with new ones that carry the same remaps, and the setup now works

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this is a really tricky bug to spot as it can alter ever so slightly the way your setup is behaving. If you see a setup with undesirable outcomes, but you are sure all the logic behind it is correct, then somewhere there may be corrupt triggers, and you will need to localize and change them accordingly

chrome dew
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Ooh thank you for the explaination

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Like you said, I did copy the old spawn triggers and remapped them

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Again, much appreciate for the explanation and the solution

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but funny how this happened twice to me

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Probably the more complex the setup, the easier for thing to corrupt ig?

native turret
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very happy to help! I've spent literal days trying to figure out why some shit didn't work properly in the past, and now that I somewhat understood the causes behind it, it's always better to share them c:

native turret
chrome dew
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🔥

native turret
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it's like a disease lol