Time | User | Text |
---|---|---|
Failentin | I don't know how to see it in the editor, but you can pinpoint a trigger at this exact location: File trigger.mp4 is currently not available: | |
Failentin | watch the Vikings respawn | |
Failentin | there's another one close to the druid | |
Failentin | but if you avoid those two, you can even beat up the Romans in the beginning without triggering the fight | |
PegPeregoGaucho | Okay, maybe I can give some insights to this | |
AdrienTD | Yup I just seem to have found one explanation | |
AdrienTD | Is it maybe that MsgAction thing? | |
PegPeregoGaucho | No | |
AdrienTD | not sure if it is properly placed, but it does seem to match the trigger for the Vikings respawn in the video | |
AdrienTD | even though the box is kinda high | |
AdrienTD | maybe it is possible that the game only checks on the sides of the cube but not the top and bottom | |
AdrienTD | so if you jump on the top without touching the side you can skip it? | |
AdrienTD | Just some hypothesis | |
Failentin | that pink thing seems to be a trigger that makes the Vikings respawn | |
Simaf | Not sure, because in the tunnel, triggering the purple thing doesn't change anything | |
Failentin | that's true | |
Simaf | I noticed the one close to the druid, but I didn't know about this one | |
PegPeregoGaucho | This is how it works: Once you walk over the spawn point, the game will reset the squad and look if a Light is enabled (Off by default, On once you beat the squad for the first time) If the light is off, it will enable the trigger for the lock If the light is on, it will not enable the trigger and do nothing. This is why once you walk back to the spawn point after you skipped it you can trigger the lock | |
PegPeregoGaucho | Often the game will do certain things if you walk over a spawn point (for example switch to obelix or reset some object) | |
Failentin | oh cool, that makes perfect sense! |