Jump to content

The Anenemy Nonstop generate(bug?)

Recommended Posts

This is definitely a bug. I've seen this with some mods before.

local function on_deploy(inst, position, deployer)
    local new_trap_starfish = SpawnPrefab("trap_starfish")
    if new_trap_starfish ~= nil then
        -- Dropped and deployed starfish traps shouldn't spawn in a reset state (or they'll bite the deployer).


There are two separate prefabs for Anenemy Traps, one is "dug_trap_starfish" and the other is "trap_starfish". The dug version is the inventory item, and the normal version is when it's planted. Anenemy Traps have a "deployable" component to them. Whenever a prefab is deployed, it needs its coordinates to be specified. This is usually done by getting the deployer's coordinates.

However, if you look at the code above, deploying a "dug_trap_starfish" spawns a "trap_starfish" when deployed. Going back to the "deployable" component, the "dug_trap_starfish" will attempt to deploy itself at some coordinate. Since there is no coordinate specified, it defaults to the coordinate (0, 0).

A simple fix to this bug would be to add inst:Remove() to the code, which would delete the "dug_trap_starfish" when deployed (which is what we want since it becomes a "trap_starfish" anyway).

Link to comment
Share on other sites


This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

  • Create New...