Respawning triggers seemingly random animation-timelines to play.
When my character dies and respawns, certain animation-timelines within the logic will automatically play, causing my character to move like crazy as it does several animations at the same time.
I have removed all wires from these timelines and turned their power off. They will still play on respawn.
I can create a new timeline and copy-paste the keyframes into the new timeline, and this seemed to solve the issue. However, the glitch just returns after a while. I have read other people having the same issue. One workaround is to create your own custom respawn-logic using teleporters etc. But this makes the design of my project way too complicated and time consuming. I really hope to see a solution to this problem as I'm pretty invested in my project as it stands, but the randomness of this bug is pretty much gamebreaking at this point.
I have attached a video example of this happening. My version of dreams is 2.10. I don't know how I can recreate this bug due to it's randomness, but I can share a scene where it happens if you need to study the logic yourself, if that's an alternative.
Im kelly M D, Forget my logic fix, I found that it has something to do with the time line being on your puppet. Doesnt matter if its on the puppets itself or in its microchip it'll still play on respawn. Fix it by having the timelines seperate from the puppets either in a main chip and control it wirelessly or on an invisible non-colidable block with a follower and controlled remotely with a controllers sensor.
Kelly marie dobinson commented
Found a logic fix for this, made a character then found that this happened to the attack animation, after a bit found a way to stop it with a simple piece of logic. From the died connection on the controler gadget run a wire to a counter, counter into a timer that lasts a fraction longer than your timeline. Run the timer to an and gate aswell as your attack button.the and gate goes to a key frame. The keyframe sets the timelines playback speed to the speed you want it to play at, like 100%. then set the playback speed on the time line to 0. Now when you respawn the timeline will not play as its set to 0 and waits for the timer and for you to press the attack button. Think i have gone through this correctly. If not its on my puppet named Sir Malcom. Just take a look if you need to.
@TAPgiles - I don't know if you'll read this as I can't reply to you directly for some reason here. I'm the one who posted this bug.
There is no signal going into the timelines upon my respawn.
That's what's so strange. Like I said, I have tried removing all wires, disconnecting the timelines completely from any control-sensor or anything else, turning the timelines off and turning the chips the timelines exist in off, and they will still trigger.
Some of the timelines are attack animations, and if you want to know how they are hooked up they are made using LadyLexUK's attack combo setup. So they are hooked up to AND gates and Counters, none of which should send a signal to the timelines. Other timelines have triggered as well, like one of my dodge timelines. If there's one thing in common it's that they are hooked up to counters. But then again, they will still trigger even if completely disconnected and turned off.
Very strange. That fix usually sorts it. What is it connected to? If you pin the chip with the timeline in to the screen and use test mode, is there any signal or pulse or anything on the wire or gadgets powering that timeline?