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Describe the bug
As discussed on discord 14/10
[17:27]Tootle: Hey @StraToN I just posted this in the cfg-interpreter channel, but I'll repost the relevant bit here so you don't have to read pages of text.
In my game, I a trigger area that cause a script to run for an NPC. I have a problem at the moment as in the script, the NPC walks through their own trigger area after my player has, causing the associated script to queue a second time. I tried turning off both "active" and "interactive" for the trigger areas (ESCItems), but that doesn't stop the trigger areas from triggering. What is your opinion on whether the commands should disable trigger areas from firing please?
[08:50]StraToN: I totally agree with you, trigger area should be disabled both if inactive or not interactive. In fact I am kind of surprised this is not the case :/
To Reproduce
Create an ESCItem
Use a script to turn it inactive or non-interactive
Inspect the state of the collision shapes attached to the object
Expected behavior
Inactive / non-interactive objects should no longer be affected by gameplay actions (e.g. player walking into a disabled trigger area)
Versions
Escoria: Current
Godot: 3.5
The text was updated successfully, but these errors were encountered:
Please make sure you talk to the community before creating an issue.
Describe the bug
As discussed on discord 14/10
[17:27]Tootle: Hey @StraToN I just posted this in the cfg-interpreter channel, but I'll repost the relevant bit here so you don't have to read pages of text.
In my game, I a trigger area that cause a script to run for an NPC. I have a problem at the moment as in the script, the NPC walks through their own trigger area after my player has, causing the associated script to queue a second time. I tried turning off both "active" and "interactive" for the trigger areas (ESCItems), but that doesn't stop the trigger areas from triggering. What is your opinion on whether the commands should disable trigger areas from firing please?
[08:50]StraToN: I totally agree with you, trigger area should be disabled both if inactive or not interactive. In fact I am kind of surprised this is not the case :/
To Reproduce
Create an ESCItem
Use a script to turn it inactive or non-interactive
Inspect the state of the collision shapes attached to the object
Expected behavior
Inactive / non-interactive objects should no longer be affected by gameplay actions (e.g. player walking into a disabled trigger area)
Versions
The text was updated successfully, but these errors were encountered: