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Mod Editor - Unreachable Tiles
Hi everyone,

I'm currently encountering an issue where I run the Map and it displays errors which also mean I can not Publish the map. The details of the tiles are as follows:

Custom Tile: Secret Path

Custom Tile Setup:
The Custom Tile (Secret Path tile) has an event when the 'Player Lands On' the tile. When a player lands, an Action List runs, prompting them with a Display Box containing two options:

Option 1: Pay 20 Keys to use a secret path
Option 2: Cancel/Exit
If the player selects the option to pay 20 keys, the following occurs within the Display Box’s Action List:

1. A message is displayed.
2. A Wait action triggers.
3. The player is teleported to the first tile in the secret passageway using a Move to Space action.

Problem:
Despite this setup working fine in-game, the Mod Validator flags an error during testing or publishing. The error claims that the tiles in the secret passageway (starting with the entry tile and including subsequent tiles until the passage reconnects to the main board) are unreachable board spaces.

However, after testing, I know the tiles are reachable via my setup. I also unchecked the option to use them for the chest spawn. Does the validator not recognize this specific type of movement as valid? Or am I missing something in my setup/configuration? Maybe with the use of Logic or Connections Components?

Thanks in advance for any advice or guidance you can provide!
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Nitryle 6 6 Jan @ 4:15am 
Normally the validation should accept paths that are only accessible via a move to action space. It should flag it, but that is normally no problem. Maybe the game doesn't accept it because it is behind a display popup option.
Anyways there is another way to do it. You can connect the space with the secret path start and disable the connection. I think that should already solve the validation error.

If it would be ok, that the event gets triggered when the player passes the space, you could use a "set connection active" action and enable the connection to the secret path while disabling the connection of the normal path. This way the player model walks/jumps to the secret path instead of teleporting. But you need to add another space that enables the normal and disables the connection to the secret path.
Hi! I followed your suggestion and it has solved the problem. Thanks very much, it's greatly appreciated!

For anyone in the future having the same or similar issues, the steps I did are:
- Created a Connection between the Custom Tile that shows the Display Box (Tile A) to the Tile that I want the player to go to (Tile B).
- On Tile A, where I just created the Connection to the destination. Go to the menu you the right > Look for "Outgoing Connections" > Under that look for "Connection to *your Boardspace name here*" - Check Start Disabled.
- In the Action List, I added a Set Connection Active & make it the first Action to be fired.
- In the Set Connection Active configuration, Click "Add Element" & select Tile B and set the State to Enable.
- Finally, if you need this to be reset for another player landing, add another Set Connection Active & make it the last Action to be fired.
- In the Set Connection Active configuration, Click "Add Element" & set the State to Disable.
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