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Despawning and Respawning Glitch: Difference between revisions
m (Ncrecc moved page Level initialization glitches to Abrupt spawning and despawning of objects in CC2: CATCHY-ASS NAME!) |
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TODO: write something here. :clapping: | |||
== Vanished state == | |||
Objects in a vanished state will be intangible and invisible to the level until they attempt to move. They will also persist ''all'' level changes and resets while vanished. | |||
== Vanishing objects == | == Vanishing objects == | ||
=== Via spring mining a turtle === | === Via spring mining a turtle === | ||
[[File: | [[File:Lvlinit4.gif|frameless]] | ||
If the | Note that dying and vanishing are different. If the entity doing the pushing does not have flippers, they will simply die rather than vanish. | ||
This also works when the entity that is spring mined off the turtle does not match the entity at the start of the level: | This also works when the entity that is spring mined off the turtle does not match the entity at the start of the level: | ||
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[[File:Waterb3.gif|frameless]] | [[File:Waterb3.gif|frameless]] | ||
=== Via failed vanishes === | |||
If you do something that should cause a vanish but the vanish is interrupted by a level change, any entity that was on the tile where the vanish took place will be vanished on level load. | |||
[[File:Waterb2.gif|frameless]] | |||
(Note again that entities will un-vanish as soon as they attempt to move, which is why the glider in the above gif had to be enclosed in toggle doors in order for the vanishing not to be immediately undone.) | |||
== Generating objects == | == Generating objects == |
Revision as of 02:17, 9 April 2020
TODO: write something here. :clapping:
Vanished state
Objects in a vanished state will be intangible and invisible to the level until they attempt to move. They will also persist all level changes and resets while vanished.
Vanishing objects
Via spring mining a turtle
Note that dying and vanishing are different. If the entity doing the pushing does not have flippers, they will simply die rather than vanish.
This also works when the entity that is spring mined off the turtle does not match the entity at the start of the level:
Via failed vanishes
If you do something that should cause a vanish but the vanish is interrupted by a level change, any entity that was on the tile where the vanish took place will be vanished on level load.
(Note again that entities will un-vanish as soon as they attempt to move, which is why the glider in the above gif had to be enclosed in toggle doors in order for the vanishing not to be immediately undone.)
Generating objects
Vanished objects will generate in the same spot they were before once the next level begins. They will only become tangible and visible once they attempt to move.
Suppose you were to reset an additional time after the glider-in-toggle-doors test: