For some reason whenever I exit caves in my quest, Link does the exiting animation, then walks right back in, without turning around(does like a moonwalk). This doesn't happen in one specific cave, but I can't figure out why. The one where it doesn't happen is a room type "Free rupees", with the guy as a merchant, while the other one is a room type "Special item" guy "Empty", and yet another that's an entrance/exit warp to a dungeon. I've checked and the warps are the same for the first two.
You can get a copy of my quest here, just scroll down and find "Death_Mountain_Trail_BS.qst".
Possible infinite cave exiting-loop bug [758]
Confirmed in 743. I grabbed the Piece of Heart in a cave on Lake Hylia's western shore but couldn't leave. Have you tried switching the room types of the already functioning/non-functioning caves to see if it's directly related to that?
Tried changing the working cave to match the cave in Lake Hylia, but it still worked. The bug isn't directly related to room types.
Apparantly, you can stop this bug by turning "Old-Style Warp Detection" off...
Yeah, but then that messes with those push-block permanent secrets Bobrocks and I were dealing with a while ago.
(Assuming that Old Style and 2.10 style are just different ways of saying the same rule...)
Old-Style Warp Detection is such a waste of space *grumbles*
What good does it actually do?
If all 2.10 quests just automatically used everything as '[A]', where is the need for Old-Style Warp Detection?
I think I may have discovered the problem. For one, Old Style Warp Detection is off, so the dungeon works and supposedly the caves work. But I just noticed something. Both of the non-working caves are located on the very top row of tiles on the screen. Would that be the problem, and is there a quest rule to fix it? Or would I just need to move the cave and mountain down?
EDIT: That fixed the problem. Is there a reason why putting a cave at the very top of a screen isn't allowed?
probably because both a scrolling and tile warp are done at the same time thus bugging it out? i doubt it.
There's no side warp, just tile...
Joe123 wrote:Old-Style Warp Detection is such a waste of space *grumbles*What good does it actually do?
If all 2.10 quests just automatically used everything as '[A]', where is the need for Old-Style Warp Detection?
Because the entire function for detecting when Link has stepped onto a warp, a sensitive warp, a trigger, etc. changed completely over the course of several betas. Old-Style Warp Detection was a way to ensure that 2.10 quests worked in this regard exactly as they did in 2.10, for better and for worse.
I guess we'll find a way to deal with this before release.
Oh well, I suppose that shows how little I know about it then XD
It just seemed like extra hassle, there are so many 'ZomG my warps iz nut wurking lulz' topics around.
Makes more sense now.
Someone confirm this fixed, please!
Well, I can say that it definitely works without the cave at the top of the screen. Not sure if it isn't at the top.