With the higher combo number that cycle, they don't cycle.
The lower ones will, however. Interesting enough the larger your quest gets, the lower the numbers that are effected gets.
This bug has been around for quite some time now. I think since beta 11.
This bug still exists in build 224.
Weird, I can't get this bug happening to me even though my file is full of combo cycling combos... I had another combo cycling bug occurring in my quest but it had something to do with the Refresh Animation on Room Entry combo flag and that to my knowledge is fixed...
I have a quest that has yet for it be fixed in. It worked for a while before the quest got big, then, as the quest file got larger, it no longer worked. Along with combos that cycled who's combo numbers were higher.
The more I worked on the quest, the more cycled combos go screwed up.
Could you please send me this quest file?
Thanks. Could you please PM (or email, if you want a little more security) the password? Also, if there is a specific combo # that you know for sure isn't cycling, let me know and it'll save some time.
I have your quest in front of me, but of the cycling combos which have been set up correctly (recall that a combo must have at least 2 animation frames for it to cycle) I'm having trouble finding one that's broken.
Combo 5474, for instance, seems to work fine, even though it's plenty far down in the combo table.
Could you give me a specific example of a combo that's failing to cycle? #2703 is unfortunately one of those without enough animation frames.
Ok. Take #2616. That combo is set up exactly the same way and IT works.
I guess it would be an issue with having no animation frames then. But why would #2703 work fine up until I got farther in the quest design? Because like I said, 2616 and 2703 are set up practically the same way and 2616 works but 2703 doesn't. But it did at one point. There are lots of cycling combos in that list that are set up that way and they work. For instance, all the doors work fine. There is a bridge that cycles near to them set up the same way and it works.
What's the deal then.
Yes, you're right. I'll keep investigating.
Here's the deal: combos with less than 2 animation frames weren't suppose to cycle. But because of a bug in ZQ, if you gave a non-animating combo a Next combo, instead of using the animation data for that combo, it would instead grab the animation of some random combo in the combo table, which, if you were lucky, like for 2616, would still allow the combo to cycle.
So, to fix this bug I can now either:
- enforce that no combos cycle unless they have at least 2 animation frames
- allow all combos to cycle
I prefer the second one, but keep in mind that both solutions could potentially break old quests. Thoughts?
How could the second one break old quests. As long as they are set up right, they should work, shouldn't they?
I agree though. The second is better.
So, this was a bug, just not what I was seeing.
Yup, it was a bug.
The second one could break old quest if the quest author gave a non-animating combo a Next combo even though he did not intend for it to cycle, something he would have been allowed to do under the old specifications for combo cycling.
I'll go ahead and implement fix two.