Trap resets

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Amalia
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Trap resets

Post by Amalia » Fri Jul 27, 2007 4:51 am

Well, after about an hour of poking and prodding, I must admit defeat. My area compiles except for my trap resets, and I just can't seem to make heads or tails of what that tutorial really wants me to do. Right now my traps are supposed to be on exits (nonexistent doors) and the following is the reset that's not compiling:

Code: Select all

D 0 QQ66 0 3 ; No door to the north
	T 50 TRAP_DEADLY_SPIKE TRIGGER_MOVE
The issue appears to occur on the line with the trap reset itself; the door reset without the trap reset compiles. The trap tutorials in general might be a bit buggy, as in making the trap objects (which I wasn't sure whether I needed to make the reset work) I found that TTYPE_(whatever) isn't actually the right syntax and ended up using trap numbers there instead.

If anyone has a push in the right directions to get this reset to work, I'd be most appreciative-- then I could probably manage to submit my area before I run off to be a canoe-pirate :->
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Post by Japcil » Fri Jul 27, 2007 5:49 am

the prob is "50" It looks like it needs to be 0 or 1. 0 means it resets on mud restart/copyover 1 means on area reset.
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Post by Japcil » Fri Jul 27, 2007 5:56 am

Code: Select all

D 0 QQ66 0 3 ; No door to the north
   T 1 TRAP_DEADLY_SPIKE 50 TRIGGER_MOVE
Thats what it should look like.
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Amalia
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Post by Amalia » Fri Jul 27, 2007 10:08 am

Hm. That moved the error up to the 'TRAP_DEADLY_SPIKE' portion of the reset-- maybe something with the trap type names again?
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Post by Dalvyn » Fri Jul 27, 2007 2:23 pm

Did you try checking your area with the program given at http://www.gallwey.com/fk/board/viewtopic.php?t=6551? What does it say?

The other area checker is a rather old version; it is quite possible that it does not allow for traps to be used.
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Post by Amalia » Fri Jul 27, 2007 6:39 pm

Spiffy, I'll give it a shot. It's telling me that something else is wrong with the file that FKCHK didn't spot, so I'll try troubleshooting that and see how it goes. Thanks!
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Post by Dalvyn » Fri Jul 27, 2007 8:51 pm

Yup, that other checker should spot more errors than the first one, and hopefully should give better error messages.
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Post by Kregor » Sat Jul 28, 2007 4:26 am

Incidentally, traps don't presently reset at area reset, regardless of the 1 or 0. I've posted this to 'Zilla.
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Amalia
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Post by Amalia » Mon Aug 06, 2007 9:23 pm

Well, I've got it back up to everything but the traps resets working in Areabuilder-- when I go to test

Code: Select all

D 0 QQ66 0 3 ; No door to the north
	T 1 TRAP_DEADLY_SPIKE 50 TRIGGER_MOVE
I get: Line 3999: Something wrong with the TTYPE_ flag.

Line 3999 is the trap reset, rather than the door reset. When the trap resets are removed, the area compiles.
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Post by Dalvyn » Mon Aug 06, 2007 11:47 pm

It means that it is expecting a TTYPE_something.

Are you sure that the correct flag is not TTYPE_DEADLY_SPIKE or something? You can open FKBIT.LST with a text editor; this file is just the list of all valid flags.

---

Being curious now... what other "bugs" did the new Areachecker spot that the old one didn't?
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Post by Amalia » Mon Aug 06, 2007 11:48 pm

Har! It's TTYPE_DEADLY_SPIKE, rather than TRAP_DEADLY_SPIKE-- if that can be switched in the example in the lessons, that'd be ultra-spiffy. And now my area compiles!

The only other bug was in the Quests section, where I missed some tildas.
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Re: Trap resets

Post by Harroghty » Mon Feb 14, 2011 12:54 am

This appears to still be an issue.
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Re: Trap resets

Post by Raona » Sat Oct 29, 2011 7:27 pm

Harroghty wrote:This appears to still be an issue.
In that TTYPE should be changed to TRAP in TTYPE_DEADLY_SPIKE, or that the lessons need the reverse change applied?
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