Bug Closed · Invalid

onGate signals problem if interrupt with quit

#3212 opened by Unknown 4 years ago

Unknownreported this bug

Hi Marcato <3 i'm LEMON °L_°

my dungeon mechanic: 3 block to click that sand a signal (luce1, luce2, luce3) and the "door" that open when recive the 3 signals (onGate)

Problem: if i active 1 signal (luce1) and i do /spawn (quit the dungeon) and i start again, the onGate dont work, i active the signal and nothing happen. All time i start dungeon after that are bugged, onyl restart server fix the problem.

what console said after /spawn

[Legacy attachment omitted]

no error when i active the 3 signal

(love u Marcato <3 sorry for my bad english)

Unknowncommented

I'm struggling a little to understand... but a few things.

  1. You should not leave the dungeon with /spawn. If you are going to leave the dungeon and save it, the safest way to do this is with the /leave command.
  2. You need to activate all three signals in order for the function to run. The purpose of an AND Gate is to require all the other triggers be activated.
  3. Every time you run a dungeon, it resets the triggers. If you activate the trigger, leave, and then start a NEW instance, it will not remember you activated one of them before. This is working as intended.
Unknowncommented

Hi Marcato <3

  1. I tried with /leave, same problem
  2. I active in order (but work too if i start with luce3 luce1 luce2)
  3. I know is a new instance but i dont know why if i quit the dungeon (/spawn or /leave) the "andgate" stop to work for all new instance of the same dungeon

a video (mybe can help u to understand):

https://imgur.com/a/pZeFmqG (all work perfect)

https://imgur.com/a/hfHGZUb (with leave and bug) (no title message at the end, cuz is EndGate)

Unknowncommented

Using the files provided to me by Rickylachow, I just tested this out and found no issues with the plugin whatsoever.

I created a set of signal senders, one for each of the triggers you mentioned, and the AND Gates worked as expected. I can only assume that you've made a mistake somewhere in your signal sender configs somewhere. Please thoroughly proof-test your dungeon for errors in your configuration before reporting bugs. The issue tracker is for verifiable bugs, not configuration issues.

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