Doorway activation and placing
I have some issues with multiple doors are interacting in the set up of one of my dreams, not sure it's a bug or just my lack of understanding.
First thing to note is my puppet controller chip is named and consistent throughout.
At the moment I have a Hub level. The hub level has an entrance only, and 4 other two way doorways which are within inactive microchips. When I first load into the Hub the puppet spawns at the entrance. The issue I have here is if the puppet dies in the level it is re spawning at one of the inactive doors and I can't work out why. I tried setting up a checkpoint trigger zone on the entrance doorway to try and force it to start there but this doesn't seem to be working.
Additionally, I have a issue with doors in other areas. In a dream I have a two way door from the hub, connecting to a two way door in the level, and a exit door from that level connected back to the hubs two way. The exit door is within a timeline and is inactive.
The problem I'm having here is when exiting the hub two way it's placing the puppet at the inactive exit doorway and triggering the timeline - rather than the two way doorway in the level which I thought would act as an entrance.
It's almost as if my understanding of exit/entrance is backwards, or there is some priority happening with inactive doorways which is again, the opposite of what I want D: .
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So I fixed this, kinda.
On the first door after some messing I realized this was only happening when I'd been testing the scene, resetting then going again. When completely exiting and starting the scene fresh it reloads a death at the correct point.
On the second doorway Issue all I did was delete and relink the doors on the dream map page. I'm not sure what was different. Maybe the direction or order I'd linked them up previously.
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