I added the trap exploding when a hero jumps instead the attack of the guards.
Looks like small jumps don’t trigger the alarm. it’s because I use something like this:
# first frame
@startPosZ = @hero.pos.z + diff # about 0.5
...
if @hero.pos.z > @startPosZ
@blown()
Without diff
can be an occasional exploding.
Thanks. I have one idea how to close that cheat.
You are really good in the cheat/bug search.