Buildbox 3.3.10 Issue With Custom Script Inside Of Your Game

Discussion in 'Official Announcements' started by Issa J, Mar 24, 2021.

  1. Issa J

    Issa J Boxer

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    If after upgrading to 3.3.10, and you had written custom script inside of your game, that is no longer functioning the way you expected it to, here's why:
    Custom script nodes are now receiving either true or false signals on creation. In most cases, receiving false doesn't do anything in the node. In custom scripted scenarios, you may be executing code in the signal function by default without confirming the incoming signal. We have a fix coming soon that will solve this new problem.In the meantime, it can be fixed by editing the signal function to process the incoming signal and false value and only execute the code you want it to.
     
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  2. kwinchi

    kwinchi Boxer

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    i beleive this has to do with the "Selecting an Enabled Node input now allows that node to function as if it were connected to the Start node."
    enabled = this.attribute('Enabled') in the init function would do the trick , the signal function doesnt have to run
    but i guess this approach would require all the nodes in bb to be updated
    hope this gets patched soon , it sounds like a nightmare to deal with for coders

    also this might break some nodes , like the signal invert
    its code is like this : this.emitSignal('Out', !value) ; so it will always fire a signal on start
     
  3. Issa J

    Issa J Boxer

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    3.3.11 contains a fix for this bug
     
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