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Problems with onwater()
I have a custom bomb that works fine with default pics0 (I guess) graphics. If the bomb is dropped on water it "sinks" using destroy(), and it is checked severside with the onwater() command.
However when the bomb is dropped on a custom tileset using the same onwater command, it doesn't "sink" the bomb. The tiles are water according to clientside putleaps and clientside custom movement system that is being used, but checking with onwater severside won't pick up the water. Is there a way around this or is this just an odd glitch that I've run across? I don't really know anyway around it. I've tried placing the custom water tiles in a var and check the - tiles[x,y] in var -, but it doesn't seem to work serverside either. Again, the bomb works perfectly with default graphics, but when placed in custom water tiles, the bomb doesn't "sink." |
Server option that might be of interest.
Tilesets newtilesets=true/false newtilesetlevels=comma seperated list of levels Whether all Levels will use the new Tileset layout, or a match list of levels that shall. |
Ah! Thanks! I will get this tried out as soon as someone logs on that can set server options.
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I believe so... I have dungeon levels and just used the start "dungeon" in the list and it picked up all these different ones.
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