Bug - Walkavable

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richard
Posts: 199
Joined: Fri Jun 18, 2004 9:00 pm

Bug - Walkavable

Post by richard » Sun Jun 20, 2004 7:00 pm

Walkavable changes can destroy EVERY walkavable elements.
Like indestructible tubes, indestructibe and walkavable CEs, some doors, open exit, etc.

I think, the walkavable extended change should only set elements to the player... like killing CEs or teleport stuffs.

richard
Posts: 199
Joined: Fri Jun 18, 2004 9:00 pm

Post by richard » Sun Jun 20, 2004 9:46 pm

OK, here is also a bug level:

http://de.geocities.com/richardkleber/Downloads/

File: Bug.zip
Level: 003

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Holger
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Joined: Fri Jun 18, 2004 4:13 pm
Location: Germany
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Post by Holger » Sun Jun 20, 2004 10:26 pm

> Walkavable changes can destroy EVERY walkavable elements.
> Like indestructible tubes, indestructibe and walkavable CEs, some doors, open exit, etc.

That's right. (Just like the "replace when collectible" action can also "destroy" (replace) indestructible elements as long as they are also collectible.)

> I think, the walkavable extended change should only set elements to the player... like killing CEs
> or teleport stuffs.

Yes, you can indeed use it for specific purposes like that. But the "replace when ..." actions are not designed for one special purpose, but are made as generic as possible by affecting a general class of elements with a certain property (like "walkable" or "diggable").

BTW: It's "walkable", not "walkavable". At least the topic subjects should be halfway correct, for a more friendly and convenient appearance. :-)

For the native German speakers, http://dict.leo.org/ is a valuable resource here. :-)

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