if a CE is set to... lets say... explode when touching something and its spawned against something already, it refuses to explode
and would it be possible to add a *cannot move* option so you can set *cannot move* *left* e.t.c. ?
CE-Touching
Moderators: Flumminator, Zomis
> if a CE is set to... lets say... explode when touching something and its spawned against
> something already, it refuses to explode
That's right -- that's a known limitation of the current engine. The same is true when the CE touched something right from the level start.
> and would it be possible to add a *cannot move* option so you can set *cannot move* *left*
> e.t.c. ?
Please don't mix bug reports and feature requests in one and the same post. ;-)
> something already, it refuses to explode
That's right -- that's a known limitation of the current engine. The same is true when the CE touched something right from the level start.
> and would it be possible to add a *cannot move* option so you can set *cannot move* *left*
> e.t.c. ?
Please don't mix bug reports and feature requests in one and the same post. ;-)
Re: CE-Touching
I believe the "Blocked at" option will have this effect, this option doesn't work yet though, but I think it will work later.Darkon wrote:and would it be possible to add a *cannot move* option so you can set *cannot move* *left* e.t.c. ?
> I believe the "Blocked at" option will have this effect, this option doesn't work yet though,
> but I think it will work later.
I forgot to remove this option from the final 3.1.0... Shame on me.
And no, this "blocked" option (when it will be implemented) will do something different: Trigger a CE change when a CE wants to move, but can't because of being blocked.
About the "cannot move" suggestion: I can currently not see for what it might be good, so an explanation might be good.
> ah so the problem of objects spawning against something on startup cant be fixed yet?
Of course it would be possible to fix this now. Unfortunately, there are too many other things on the TODO list which seem to be more important.
> but I think it will work later.
I forgot to remove this option from the final 3.1.0... Shame on me.
And no, this "blocked" option (when it will be implemented) will do something different: Trigger a CE change when a CE wants to move, but can't because of being blocked.
About the "cannot move" suggestion: I can currently not see for what it might be good, so an explanation might be good.
> ah so the problem of objects spawning against something on startup cant be fixed yet?
Of course it would be possible to fix this now. Unfortunately, there are too many other things on the TODO list which seem to be more important.
> well cannot move is the same thing as blocked
Ah, OK, then I understand. (I thought you meant this as a move option, or better said, non-move option, not as a CE change condition.)
But "blocked" will be a valid trigger for *every* direction, not only certain directions, when it's done. (I mean, I don't plan to break this down to single directions.)
Ah, OK, then I understand. (I thought you meant this as a move option, or better said, non-move option, not as a CE change condition.)
But "blocked" will be a valid trigger for *every* direction, not only certain directions, when it's done. (I mean, I don't plan to break this down to single directions.)
So you mean that there will be no way to check for example "CE is blocked at left side", either way the CE is totally blocked, or it isn't?Holger wrote:But "blocked" will be a valid trigger for *every* direction, not only certain directions, when it's done. (I mean, I don't plan to break this down to single directions.)