setting "enemy=secrets" to replace and "turn off" statues works as it should.
setting "enemy=perm secrets" does nothing.
dmap type "interior"
build 1154
shooting statues and secrets
Enemies-> Perm. Secrets only works if Enemies-> Secret is checked, oddly enough.
So, not a bug? (I guess I'll subtly tweak the label of Enemies->Perm.Secret to show its connection to the flag above.)
sure it's a bug
why are you always so willing to say the shit that doesn't work isn't?
This is the second instance today of your unwillingness to fix things that should be fixed, but yet you're willing in another thread to fix something that isn't a real issue, like enlarging the palette edit window.
I guess it's more important to be able to see the shit that doesn't work than it is to see that it does work.
AND THIS....
http://armageddongames.net/showthread.php?32534-Permanent-trigger-not-carrying-over-has-resurfaced!
now L....
Am I going to be expected to dig back a hundred pages and prove each bug?
Look, the guy above me said:
Enemies-> Perm. Secrets only works if Enemies-> Secret is checked, oddly enough.So I assumed that was the problem you were having, and left.
Evidently that wasn't, though! Please forgive me. So I'll try and fix this.
....
Actually, I think I need a bit more information. "setting "enemy=perm secrets" does nothing."... does thst mean that the fireball shooters don't disappear? Or that the combos don't?
This thread started getting combined with the perm carry over secrets thing....
yes he's right, if both are checked it seems to work, BUT it works the same way if only enemy=secrets is checked too, so what's the point?
secrets are permanent in interior dmaps anyway, with the exception of whistle and an unlabeled push block, which never seemed to work for them anyway
so.... if you have only it checked, it does nothing, and if you have both checked it seems to act the same way it does with only the enemy=secrets checked.
enemy->secret by itself isn't supposed to be permanent in any instance. That itself is a bug.
you're right, I got ahead of my self there.
It looks to me like these are working correctly in beta 18. Can anyone confirm or deny that?
I've renamed "Enemies->Perm. Secrets" to "Enemies->Secret is permanent."
Behavior tested in beta 18:
Enemies->Secret checked = Temporary secret.
Enemies->Perm. Secret checked = Nothing happens.
Both checked = Permanent secret.
Unless having just perm. secret checked is supposed to do something, these are working properly.