Level problem

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Level problem

Postby KABOOM » January 18th, 2013, 4:00 pm

So while experimenting with the new stuff, I made this simple test:
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150x50~.7050aa450~~~~0;152;1509;1;0;0~2:teleporter;450;1818|40;624;1504|71:knight3;452;1509;0;;1;2;10;add,g_k,g_k,1:branch,5,3,g_k,3:stoptrigger,knight3:move,teleporter,624,1504,1,0|6;192;1440;64;64;0;1;set,g_k,0:rain,100|71:knight2;506;1509;0;;1;2;10;add,g_k,g_k,1:branch,5,3,g_k,3:stoptrigger,knight2:move,teleporter,624,1504,1,0|71:knight1;562;1509;0;;1;2;10;add,g_k,g_k,1:branch,5,3,g_k,3:stoptrigger,knight1:move,teleporter,624,1504,1,0~My%20Level~~1~1;0;0~0~6;0~0;0;3~1358547932~0.3

The intention is that a variable is set to 0 at the beginning of the level, and as each knight is killed, it increases by 1, and once it equals 3 (meaning all knights have been killed), the teleporter appears. However, the teleporter appears once any knight is killed, instead of all 3. What am I doing wrong? Or is this a bug in the LD?
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KABOOM
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Re: Level problem

Postby Runouw » January 18th, 2013, 6:22 pm

To make the triggers stop it would be better to call Flow Control -> Exit instead.

But I guess you can call this a glitch because "stop trigger" should stop it before it reaches the next line.
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Re: Level problem

Postby KABOOM » January 19th, 2013, 4:27 am

Oh. That was stupid. Duh. Thanks!
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