Welcome, Guest. Please Login or Register
YaBB - Yet another Bulletin Board
 
Welcome
to the Actionsoft Forums!


New to the forums? Go ahead and register! Why register? Click here to find out the difference of being a guest and a member. After you're done, go here to learn how to start posting. Make sure you've read and agree with the rules of posting here!

The forums is run by three administrators. Read here who they are and what you may (and may not) expect from them.

Actionsoft's latest game, Midnight Mansion 2: The Haunted Hills,  includes 28 mansions. The 8 Built-in mansions have 3 difficulties along with 4 extra custom mansions. We don't have that many other custom MM2 mansions yet. Design your own custom mansion! Info below.  You can find out more about the game here.

The original Midnight Mansion game contains over 150 mansions. The 8 included mansions which have 3 difficulty levels each, and about 115 approved custom mansions which you can download here and also several freely uploaded mansions. To know the difference between these three types of mansions, click here.

Are you a creative person and thinking of designing a mansion yourself? Or want to know about how to upload it? Click here and we'll show you! You'll find guidelines for betatesters here.

News:
Midnight Mansion 2: The Haunted Hills version 1.0.2b has been released. This fixes a bug in Jasperlone Mountains Hard. Simply re-download the game, bring over your custom mansions folder from the old version and play on. All your saves and high scores will not be changed.

Midnight Mansion HD (MM1) is now available at the Mac App Store and at the Actionsoft website. A Windows version is now available.

Here is a list of downloadable MM1 HD ready custom mansions, which also work in the Windows version of the game.

The MM2 custom mansion Hanging Gardens of Babylon by Freddy/SandyBean/Josephine/brell was updated on 19. Nov 2023 to add a fourth section. Available here


  HomeHelpSearchLoginRegister  
 
Page Index Toggle Pages: 1
Send Topic Print
Floor Switch Problem (bug ??) (Read 5378 times)
aquaMat
Expedition Leader
***
Offline



Posts: 1159
Berlin, Germany
Gender: male
Floor Switch Problem (bug ??)
23.02.2008 at 23:42:08
 
Hi y'all !

I have the following "design problem" with floor switches (and I remember having had a similar situation at least once before).

The following text refers to picture below:

I have included 2 grey doors, let's call them Door L(eft) and Door R(ight), as indicated below.
Also I have included 3 floor switches, 1, 2 and 3.
(Switch 1 has been included as the LAST switch, you'll later see why).

WHAT I WANTED TO ACHIEVE:

Jack enters from top left, after he has opened DOOR L with the help of another switch at the bottom left earlier. He proceeds to the right, and once he has stepped on Switch 2 (top center) the right Door R has opened. What I tried to achieve w/ Switch 3 was:  accidentially Jack will then step on Switch 3 and Door R will close (again) in his face, as a suprise gimmick.

Problem 1:  As there is no command "Close sprite ID # XXX" for switches, I had to use "Close ALL grey doors"....which unfortunately results in DOOR L being also closed again.

Therefore I had to include Switch 1, as a means to re-open Door L.

Problem 2:  No matter how and what I mark in the Switch 1's edit field, this switch can only be used ONCE....even if "Switch can only be used once" is UNCHECKED !  Which results in.....

Problem 3: If Jack accidentially steps in Switch 1 BEFORE stepping on switches 2 and 3 (=Door L is still open anyway), this counts as "used once" and will later, when Door L is really closed result in a JS !!

No matter how I mark the resp. properties of all switches, I can simply NOT manage to make the room work as I want it to, which is:
"Jack comes in, steps on Switch 2, Door R opens, then steps on Switch 3 and Door R closes again, so he has to return to the room before and try again.!
Mostly because of the two above mentioned reasons
- Command "Close sprite OD # _____" is missing  and
- Switch can always be only used once, no matter what I check or uncheck.

So..... this must surely be some sort of programming loophole, if not a bug.

Anybody have an idea ???
(Sorry for being so long-winded....    Cool   Wink )
Back to top
 

Why is a carrot more orange than an orange ?
WWW  
IP Logged
 
Toybox
Treasure Hunter
**
Offline



Posts: 561
Kiel, Germany
Re: Floor Switch Problem (bug ??)
Reply #1 - 24.02.2008 at 02:27:57
 
aquaMat wrote on 23.02.2008 at 23:42:08:
Problem 2:  No matter how and what I mark in the Switch 1's edit field, this switch can only be used ONCE....even if "Switch can only be used once" is UNCHECKED !


That is most peculiar... Has it always happened to you, or only today in this specific room?

Maybe you can replace it with a lever to open the door L (although it wouldn't look so nice)?
Back to top
 

profile picture 'The Book of Secrets'
(c) Marta Bevacqua http://m0thyyku.deviantart.com/
WWW  
IP Logged
 
aquaMat
Expedition Leader
***
Offline



Posts: 1159
Berlin, Germany
Gender: male
Re: Floor Switch Problem (bug ??)
Reply #2 - 27.02.2008 at 18:50:16
 
Thank you, Toybox....

You're the only one who bothered to answer !!

I was very busy in the last couple of days (as I'm in a flow....creating yet another new mansion, from which the above picture stems), that's why I didn't reply earlier !

It has happened once before (in another mansion of mine, with a similar situation) and back then Vern explained it had something to do with the logic with which those commands were "treated" by the computer. I can't remember the details, unfortunately....!

In this situation, I have of course thought about using a lever to work around the problem, too.... but not only doesn't it look as good (as you said) but there are other disadvantages as well....mainly the "surprise element" doesn't work with a lever.

I have meanwhile tried everything and it only gets worse.... there was even a situation where another JS occurred (in front of Door L) where the switch on the loewr left couldn't be used a second time.

So I fear I can only solve this problem by forgetting the whole "surprise gimmick" thing and erasing both switches 2 and 3....a shame, really, but I don't seem to have any options left.

Maybe anybode else here happens to have an idea ???

The whole thing would be solved, if Vern had chosen to include the command "Close sprite ID # ____" for the floor switches.... but it doesn't exist, even though I don't understand why.

The second problem seems to be a bug, really..... the fact that some switches can't be used twice, even if the appropriate command has been unchecked.
Back to top
 

Why is a carrot more orange than an orange ?
WWW  
IP Logged
 
Toybox
Treasure Hunter
**
Offline



Posts: 561
Kiel, Germany
Re: Floor Switch Problem (bug ??)
Reply #3 - 28.02.2008 at 04:55:34
 
After an answer as brilliant and thorough as mine was, I understand that nobody had anything left to add  Wink

(By the way, the Four Tubes look fantastic  Cool )

You've tried everything? So I guess that easy suggestions like deleting the switches and re-creating them in a different order, or using a different model (not the Soil ones) are not helpful?

Could you use the 'toggle gray doors' option for the switches 2 and 3? (I can't remember if it exists in floor switches - I don't use them that much  Huh) This way,
- walking on 2 opens R but closes L,
- walking on 3 re-closes R but opens L.

Of course you would end up with L being closed upon exiting the room, but I believe you are resourceful enough to cope with that.
Back to top
 

profile picture 'The Book of Secrets'
(c) Marta Bevacqua http://m0thyyku.deviantart.com/
WWW  
IP Logged
 
Page Index Toggle Pages: 1
Send Topic Print