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Walk script doesn't change Tux's direction

Open Alzter opened this issue 6 years ago • 4 comments

2019-01-08_16-23-59 TL;DR: Tux can moonwalk.

Alzter avatar Jan 08 '19 06:01 Alzter

i think they should keep that as an easter egg, thats hilarious XD

Alasdairbugs avatar Jan 08 '19 18:01 Alasdairbugs

Can you attach the script in question here, please?

tobbi avatar Jan 25 '20 13:01 tobbi

The walking script commonly used is: Tux.walk(float speed)

Although personally I prefer the scripted controller scripts as they control Tux more naturally.

Alzter avatar Jan 26 '20 10:01 Alzter

I think an easy way to fix this is to just add Tux.set_dir(true); (which for some reason just uses "left" and "right") to force Tux to turn right when touching the script trigger

Rusty-Box avatar Jul 03 '22 11:07 Rusty-Box

@Alzter TL;DR: Tux can moonwalk

I did a Backflip in that zone and Tux got stuck instead of this bug.

I have been experiencing these two bugs in this video: #1035, #2412.

https://user-images.githubusercontent.com/126248752/231297582-5f06ae6e-d6b6-4166-ab1a-c4ee15083bc3.mp4

Paulo-Tux avatar Mar 28 '23 07:03 Paulo-Tux

I did a Backflip in the Tower of Ghosts walk script and Tux instead of being paralyzed like in Nolok's Castle, this bug also happened.

Paulo-Tux avatar Apr 08 '23 15:04 Paulo-Tux

From what I've seen, the walk script just makes Tux go to the right and in the seq. trigger Tux can go left and right at will (even with backflips) and in my opinion, the Super Tux team should copyright the seq. trigger to solve the walk script problem. Watch the parts of my video for more details that I may not have mentioned.

https://user-images.githubusercontent.com/126248752/232251555-2e512a5a-d08b-442c-b2c0-063a1abeb7c4.mp4

Paulo-Tux avatar Apr 15 '23 20:04 Paulo-Tux