Turnscript moving players outputting double text
Talon
15 Feb 2016, 23:34Turnscripts, how I hate thee, you confuse me so...I'm even wondering if this is some sort of bug.
Well here is the situation i have, players trigger a trap, silently releasing a giant hunting animal to track them down throughout the area, at the end it pounces them and drags them back to their cell. Figured using a turn script would work
In the main game directory i put the various scripted warnings as the creature got closer, every ten steps or so... when it catches them though and drags them back i get a strange doubling of the final message, and it seems to go on to even actions scripted to go on with the room. I initially thought it might be some script on entering the room, found none, changed the room as a test, still had the doubled messages after using the turn script to move them
The strange thing is that none of the other turn script messages get doubled during the chase.
any suggestions
Well here is the situation i have, players trigger a trap, silently releasing a giant hunting animal to track them down throughout the area, at the end it pounces them and drags them back to their cell. Figured using a turn script would work
In the main game directory i put the various scripted warnings as the creature got closer, every ten steps or so... when it catches them though and drags them back i get a strange doubling of the final message, and it seems to go on to even actions scripted to go on with the room. I initially thought it might be some script on entering the room, found none, changed the room as a test, still had the doubled messages after using the turn script to move them
The strange thing is that none of the other turn script messages get doubled during the chase.
any suggestions

XanMag
15 Feb 2016, 23:46Unless someone comes along knowing the answer to this, I suspect there is a hidden bit of code somewhere in there that is doubling your room description. It's happened to me a couple times.
If you are comfortable messing with code, view the game code (little notecard looking button at the top of the editor). Hit 'Ctrl' + 'F' and type the exact room description in there. Then enter. If you find a bugaboo in there you can at least identify where in the editor you might find it. I would not suggest trying to change anything in code view, however, unless you are 100% sure you know what you're doing.
Also, try and change the room description only to '12345' and see if that prints twice.
Also, look in the room attributes and see if you see the room message in there that's different than your 12345.
Just some thoughts. Let us know!
If you are comfortable messing with code, view the game code (little notecard looking button at the top of the editor). Hit 'Ctrl' + 'F' and type the exact room description in there. Then enter. If you find a bugaboo in there you can at least identify where in the editor you might find it. I would not suggest trying to change anything in code view, however, unless you are 100% sure you know what you're doing.
Also, try and change the room description only to '12345' and see if that prints twice.
Also, look in the room attributes and see if you see the room message in there that's different than your 12345.
Just some thoughts. Let us know!
Talon
16 Feb 2016, 01:19Thus far none of those things seem to have helped, since it happens with whatever room i switch the target to the room does not change it. It really looks like something to do with a script somewhere/
Made a test room to make sure it was clear, what gets doubled is whatever scripts say from then on, so the room desc of 12345 was only once, but the 20 second later scripts of Gravity and the 40 second one that just put out Falls both got duplicated, room attributes come back clean with the rooms 12345 name
Made a test room to make sure it was clear, what gets doubled is whatever scripts say from then on, so the room desc of 12345 was only once, but the 20 second later scripts of Gravity and the 40 second one that just put out Falls both got duplicated, room attributes come back clean with the rooms 12345 name

jaynabonne
17 Feb 2016, 12:13I would suspect a coding error somewhere, but given the complexity of what you're doing, it could be anywhere. The only way I can think for someone to help is for you to post the game code. (In runnable form or some stripped down version that shows the problem would be best.) Then I'm sure we could get to the bottom of it quickly.
Talon
20 Feb 2016, 02:12Well didn't find the problem exactly, BUT i found an effective work around(Initially i just put a move script in every room, far to cumbersome to report), what i DID find worked efficiently was set the movement scripts to happen after a 1 or 2 second delay from the triggering event. not perfect and I wouldn't use it in something needing exact timing but for my needs it has functioned well in my testing for a day or so.