If I add a Boundary Check to an object, set it to continuous, and use it to trigger a Number Change action, it only fires on entry and exit. I’ve tried setting repeat to zero and one second.
Is this a known problem and is there any workaround?
As an experiment, I also tried actioning a sound. It plays continuously while inside the boundary so the behaviour seems action-specific.
If you turn condition interrupt on/off at the bottom of the script, does it alter your observations in any way as to help?
> 2533274884447055;2:
> If you turn condition interrupt on/off at the bottom of the script, does it alter your observations in any way as to help?
Sadly no, it makes no difference. I have a simple test case:
- Create an object with a visible boundary big enough to fit a player in.
- Add a script to it as follows:
When…
Condition: Boundary: Check
Check: Continuous
Filter: Players
Repeat: 0.00 (but try other values, it makes no difference)
Do…
Action 1: Score: Change
Type: Team
SCORERS:
Mod 1: ACTIVATOR[add]Operation: Increment
Source: Constant
Value: 1
Randomize: Off
Options:
All “on”
Then drop into player mode and walk inside the boundary. Your team score will increment once on entry and once on exit, but whatever the repeat is set to, the behaviour stays unchanged.
I note that Action Sack maps like for Crazy Kings don’t use Boundary Check conditions, they use timers and the Boundary THIS mod to find who is inside.
> 2535464696611195;3:
> > 2533274884447055;2:
> > If you turn condition interrupt on/off at the bottom of the script, does it alter your observations in any way as to help?
>
> Sadly no, it makes no difference. I have a simple test case:
>
> 1. Create an object with a visible boundary big enough to fit a player in.
> 2. Add a script to it as follows:
>
> When…
> Condition: Boundary: Check
> Check: Continuous
> Filter: Players
> Repeat: 0.00 (but try other values, it makes no difference)
> Do…
> Action 1: Score: Change
> Type: Team
> SCORERS:
> Mod 1: ACTIVATOR[add]Operation: Increment
> Source: Constant
> Value: 1
> Randomize: Off
> Options:
> All “on”
>
> Then drop into player mode and walk inside the boundary. Your team score will increment once on entry and once on exit, but whatever the repeat is set to, the behaviour stays unchanged.
>
> I note that Action Sack maps like for Crazy Kings don’t use Boundary Check conditions, they use timers and the Boundary THIS mod to find who is inside.
I believe this is the answer to your problem. I noticed the same thing a few days ago messing with stuff. It seems that the condition for this script doesn’t apply correctly for this action. As a workaround, see what happens if you set a power state alpha to toggle as your action, and then another script that sets when the power is on to increment the score instead. You’ll probably find that every 2 game ticks your score may increase by 1, or pretty damn fast. I’d assume this is why what you’re trying to do was intentionally blocked out. Use their method of a THIS Boundary to get Who’s inside.
Thanks. I will try that and see how it behaves.
Please note this was just a contrived example to demonstrate the behaviour; you probably wouldn’t really want to have the score increase every tick. You’d really want to use a timer anyway. I’m actually just using the boundary check as a way to allow players to be used as sources within Number Change actions.