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Strange combo cycling result.


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#1 ShadowTiger

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Posted 06 April 2012 - 05:38 PM

This is a real head-scratcher. I'm not at all sure what's happening here.

Basically I have a 4x3 setup on my combo page, though it may as well just be a 4x1 setup for all intents and purposes. (Each row follows exactly the same format, and behaves the same. So I'll simplify it to 1 row.) It goes from one combo to the next, from 1 to 2 to 3 to 4 and back to 1.

All combos have the same animation speed and frame count of 2 and 23, respectively. All of them.

So what SHOULD be happening is every 23 frames, this should happen:
  • ****
  • ****
  • ****
  • ****
  • ****
  • ****
  • ****
  • ****
Instead, what's happening is the following:
  • **** (This is the first animation)
  • ****
  • ****
  • ****
  • ****
  • ****
  • ****
  • ****
  • ****
It's the darndest thing. o.O' It does this both in ZQuest's "Preview mode" and in the middle of playing the quest itself. I've checked and double-checked this but I can't seem to figure it out. The combo cycling is all in order. It goes from one combo of 23 frames to the next in a solid loop. I've checked every combo.

I've tried it with and without both checkboxes in each combo for "Animation resets when cycled to" and "on room entry." Doesn't make a difference.

Why should two of them be going off at the same time? ._O'



EDIT: I have a test quest that exhibits this odd behavior. Check out the combo page on the right. Pay attention to the upper flames on the combo page; they're the ones I'm working with now.

Go into Preview mode with "x" then press "c" to activate combo cycling preview mode. See what I'm talking about?

#2 James24

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Posted 07 April 2012 - 11:04 PM

Yes ShadowTiger, I think I experienced the same thing you are describing when I was building my quest. To fix it I ensured that no other combos cycled into the chain and that the cycling chain can only start on one combo. If you want the chain to start on more than one combo then you need to build another "chain" of combos.

See my quest and flipping conveyor belts which I implemented with combo cycling and had to build a new combo chain for each conveyor.

Its a bug in ZC I think.

#3 ShadowTiger

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Posted 08 April 2012 - 09:08 AM

Yeah you're probably right. I don't think I had considered that something else might be entering the chain, although if it did, it would have had to conform to the same rules as the rest of them.

Should create a new chain.

#4 James24

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Posted 08 April 2012 - 09:55 PM

I thought of another way to solve this, you could use scripts to manually cycle the combos. Just use
Screen->ComboD[ComboAt(X,Y)] = desired; to change the combo at a given location. Since each Waitframe() takes up one tic, you could program the combos to change manually.

#5 Mero

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Posted 08 April 2012 - 10:03 PM

Scripting's not the answer, getting the bug fixed is the answer... >_>

#6 James24

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Posted 08 April 2012 - 10:14 PM

Well, that would involve us having to wait on the nice ZC Devs to come up with a bug fix and I for one don't wish to pressure them, but these are two nice workarounds in the mean time.

#7 Mero

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Posted 08 April 2012 - 10:19 PM

Circumventing a problem via scripting doesn't get rid of it though, and besides scripting was introduced to allow people to customize their quest and add features themselves. Not to fix bugs.


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