nicked on 15/7/2018 at 16:47
I have a problem with a complicated puzzle that uses QVars. Essentially, it only works if you haven't reloaded a savegame.
The setup is basically:
* Various levers that control QuestVarTraps that add or subtract values from a QVar.
* A QuestVarTrigger that responds when the QVar equals a certain value, and links to the door that should open at the puzzle's completion.
If you run through it in Dromed, it works fine. If you run through it in Thief, it works fine.
If you enter the level in Thief, quick save and quick load, the QuestVarTrigger will not (apparently) be triggered when the correct value is met. If you quicksave and quickload again, it will immediately trigger.
The QVar itself is set correctly - I have used NVOnscreenText to display the value and it's showing up right. It's like the QuestVarTrigger is only working on every alternate game load.
Anyone encountered anything like that before?
nicked on 15/7/2018 at 17:19
I solved my own problem - not sure what the actual cause was, possibly just a bug with the base game, but simply switching the QuestVarTriggers to use NVTrigQVar has made the problem go away.
Unna Oertdottir on 15/7/2018 at 17:54
Is this T1? TrigQVar is a T2 script. Maybe TG as well. Depends on the script module.
Nameless Voice on 15/7/2018 at 22:24
I almost wonder if you have two script modules with the same name interfering with each other, or have the script on the object twice?
It reminds me of an issue that used to be in OldDark where the order of loaded script modules would change each time you went into game mode - though that only happened in DromEd game mode.