Pushable Blocks moving through walls
Posted: Wed Apr 15, 2015 2:22 am
Hey everyone, someone on Nexus Mods mentioned that during my mod the pushable blocks in the 'Eastern Zhaoze' area are able to move through solid walls and the dungeon wall gratings.
When I play tested the mod, this didn't happen, yet now that I tried it in the dungeon editor this is happening.
I have set up a button outside of the area to activate the pushable block floors, a lever to open a hidden wall to access the area, and another lever to reset the block positions if the player cannot solve the puzzle.
Once solved a mine door spear opens to the south allowing the player to traverse to the Southern Zhaoze.
I am using this script -
Does anyone know why this is happening now? It wasn't before.
The only thing I can think of is that I installed the patch 2.2.4 during the process of making the mod, but I play tested it and this didn't occur.
When I play tested the mod, this didn't happen, yet now that I tried it in the dungeon editor this is happening.
I have set up a button outside of the area to activate the pushable block floors, a lever to open a hidden wall to access the area, and another lever to reset the block positions if the player cannot solve the puzzle.
Once solved a mine door spear opens to the south allowing the player to traverse to the Southern Zhaoze.
I am using this script -
SpoilerShow
function enterSouthernZhaoze()
if pushable_block_floor_trigger_9.floortrigger:isActivated() and
pushable_block_floor_trigger_10.floortrigger:isActivated() and
pushable_block_floor_trigger_11.floortrigger:isActivated() and
pushable_block_floor_trigger_12.floortrigger:isActivated() and
pushable_block_floor_trigger_13.floortrigger:isActivated() then
hudPrint("A gate has been opened.")
playSound("gate_open")
castle_door_portcullis_2.door:open()
else
castle_door_portcullis_2.door:close()
end
end
function respawnPushableBlocks()
pushable_block_3:destroy()
pushable_block_4:destroy()
pushable_block_5:destroy()
pushable_block_6:destroy()
pushable_block_7:destroy()
spawn("pushable_block", 6, 4, 3, 3, 0, "pushable_block_3")
spawn("pushable_block", 6, 5, 4, 4, 0, "pushable_block_4")
spawn("pushable_block", 6, 3, 5, 5, 0, "pushable_block_5")
spawn("pushable_block", 6, 6, 5, 6, 0, "pushable_block_6")
spawn("pushable_block", 6, 6, 4, 7, 0, "pushable_block_7")
end
if pushable_block_floor_trigger_9.floortrigger:isActivated() and
pushable_block_floor_trigger_10.floortrigger:isActivated() and
pushable_block_floor_trigger_11.floortrigger:isActivated() and
pushable_block_floor_trigger_12.floortrigger:isActivated() and
pushable_block_floor_trigger_13.floortrigger:isActivated() then
hudPrint("A gate has been opened.")
playSound("gate_open")
castle_door_portcullis_2.door:open()
else
castle_door_portcullis_2.door:close()
end
end
function respawnPushableBlocks()
pushable_block_3:destroy()
pushable_block_4:destroy()
pushable_block_5:destroy()
pushable_block_6:destroy()
pushable_block_7:destroy()
spawn("pushable_block", 6, 4, 3, 3, 0, "pushable_block_3")
spawn("pushable_block", 6, 5, 4, 4, 0, "pushable_block_4")
spawn("pushable_block", 6, 3, 5, 5, 0, "pushable_block_5")
spawn("pushable_block", 6, 6, 5, 6, 0, "pushable_block_6")
spawn("pushable_block", 6, 6, 4, 7, 0, "pushable_block_7")
end
The only thing I can think of is that I installed the patch 2.2.4 during the process of making the mod, but I play tested it and this didn't occur.