Despawning and Respawning Glitch: Difference between revisions

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m (Ncrecc moved page User:Ncrecc/Abrupt spawning and despawning of objects in CC2 to User:Ncrecc/Despawning glitch: trying to come up with a better name)
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<!-- "vanishing" was a temporary name for "despawning", and "generating" a temporary name for "respawning". you might see some abandoned references here and there in the filenames.-->
TODO: write something here. :clapping: and get a better title
TODO: write something here. :clapping: and get a better title


== Vanished state ==
== Despawned state ==
Objects in a vanished state will be intangible and invisible to the level until they attempt to move. They will also persist across ''all'' level changes and resets while vanished.
Objects in a despawned state will be intangible and invisible to the level until they attempt to move. They will also persist across ''all'' level changes and resets while despawned.


== Vanishing objects ==
== Despawning objects ==
=== Via spring mining ===
=== Via spring mining ===


All methods of [[spring mining]] can cause vanishing if [[turtle]]s are involved or if the tile being mined switches to an orientation that would not allow a block to be pushed on it.
All methods of [[spring mining]] can cause despawning if [[turtle]]s are involved or if the tile being mined switches to an orientation that would not allow a block to be pushed on it.


[[File:SpringMineVanish1.gif]]
[[File:SpringMineVanish1.gif]]
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[[File:SpringMineVanish2.gif]]
[[File:SpringMineVanish2.gif]]


Note that non-block entities, curiously, only vanish when spring mining a turtle, and not spring mining any other tile:
Non-block entities, curiously, only despawn when spring mining a turtle, and not spring mining any other tile:


[[File:SpringMineVanish3.gif]]
[[File:SpringMineVanish3.gif]]


Note that dying and vanishing are different. If an entity that spring mines a turtle does not have flippers, they will simply die rather than vanish.
Note that dying and despawning, as it is defined, are different. If an entity that spring mines a turtle does not have flippers, they will simply die rather than despawn.


=== Via failed vanishes ===
=== Via failed despawns ===
If you do something that should cause a vanish but the vanish is interrupted by a level change or reset, any entity that was on the tile where the vanish took place will be vanished on level load.
If you do something that should cause a despawn but the despawn is interrupted by a level change or reset, any entity that was on the tile where the despawn took place will be despawned on level load.


[[File:PostresetVanish1.gif]]
[[File:PostresetVanish1.gif]]
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[[File:PostresetVanish2.gif]]
[[File:PostresetVanish2.gif]]


(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.)
Entities will respawn 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 despawning not to be immediately undone.


=== Via swapping with a vanished object ===
=== Via swapping with a despawned object ===
If a vanished object generates on a tile that already has an object on it, the vanished object "swaps places" with the present object, causing it to vanish.
If a despawned object respawn on a tile that already has an object on it, the despawned object "swaps places" with the present object, causing it to despawn.


[[File:GenerateVanishSwap.gif]]
[[File:GenerateVanishSwap.gif]]


== Generating objects ==
== Respawning 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.
Despawned objects will spawn in the same spot they were before once the next level begins. They will only become tangible and visible once they attempt to move.


[[File:GenerationAbuse.gif]]
[[File:GenerationAbuse.gif]]


Objects can generate on top of other objects. Suppose you were to reset an additional time after the glider-in-toggle-doors test:
Objects can respawn on top of other objects. Suppose you were to reset an additional time after the glider-in-toggle-doors test:


[[File:DuplicateGliders.gif]]
[[File:DuplicateGliders.gif]]


Sometimes, upon a level change, vanished player entities will be unable to move and thus unable to generate. Level resets seem to work fine.
Sometimes, upon a level change, despawned player entities will be unable to move and thus unable to respawn. Level resets seem to work fine.


key word SOMETIMES. i cant tell why that happens when it happens and why it doesn't happen when it doesn't happen
key word SOMETIMES. i cant tell why that happens when it happens and why it doesn't happen when it doesn't happen
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[[File:Waterbirth.gif]]
[[File:Waterbirth.gif]]


Because multiple vanished entities can have the same position, the above process can be repeated many times to spawn many players:
Because multiple despawned entities can have the same position, the above process can be repeated many times to spawn many players:


[[File:RedundantWaterbirth.gif]]
[[File:RedundantWaterbirth.gif]]
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However, if there is not already more than one player to start with, the extra player will be unusable since player switching is not enabled in levels with only one player. (Also note that character switching is disabled once only one player needs to exit.)
However, if there is not already more than one player to start with, the extra player will be unusable since player switching is not enabled in levels with only one player. (Also note that character switching is disabled once only one player needs to exit.)


== Unsafe vanishing ==
== Unsafe despawning ==
<!-- some of this may be irrelevant, consider moving to another page? -->
<!-- some of this may be irrelevant, consider moving to another page? -->
When [[NOT gate]]s are introduced into a [[wire]]d [[blue teleport]] system, they cause the resulting teleportation to be one-way. If the NOT gate leads to a wire that terminates without reaching a teleport, any object that enters the teleport will vanish. However, the game will then crash once you restart or load a new level and attempt to start the level, presumably because the vanished object now occupies an invalid position.
When [[NOT gate]]s are introduced into a [[wire]]d [[blue teleport]] system, they cause the resulting teleportation to be one-way. If the NOT gate leads to a wire that terminates without reaching a teleport, any object that enters the teleport will despawn. However, the game will then crash once you restart or load a new level and attempt to start the level, presumably because the despawned object now occupies an invalid position.


[[File:NOTGateVanishCrash.gif]]
[[File:NOTGateVanishCrash.gif]]
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The gif above shows this happening with a player, but this crash will happen regardless of the object or objects that teleport.
The gif above shows this happening with a player, but this crash will happen regardless of the object or objects that teleport.


If the currently selected player gets in this state, or you switch to a player that is in this state, moving will do nothing and you will be unable to drop/shuffle items or switch characters. Furthermore, teleports that have caused an unsafe vanish will act as though they are permanently [[partial posting|partial post]]ed, and will not allow anything to enter.
If the currently selected player gets in this state, or you switch to a player that is in this state, moving will do nothing and you will be unable to drop/shuffle items or switch characters. Furthermore, teleports that have caused an unsafe despawn will act as though they are permanently [[partial posting|partial post]]ed, and will not allow anything to enter.


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[[Category:Glitches]]
[[Category:Glitches]]
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