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was hit
This problem happens on Classicdev.
When you hit a script with the default sword, the hurtdx/y values are changed, but not the hearts. The hurtdx/y vector is even pointing into the wrong direction. This is quite annoying as a) I use hurtdx/y to check whether the object is already in the hurt mode and so my script thinks that it doesn't need to remove hearts from the object (The object is invulnerable to the sword because of this). And b) the hurtdx/y values are even wrong, and the object is not flying into the direction I intend to. I reduced the problem to this script: NPC Code: Edit: Could anyone please remove this stupid filter? It censored my sword-hit event... |
wash[b][/b]it
Also i dont think if hurtdx and hurtdy are actual built-in variables are they? |
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The filter should be improved, yes, but not removed. |
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...hurtdx and hurtdy are suppose to change when the npc is hit...
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Open the offline editor, put one of those default NPCs on the board, make it hurtable and look at the code for the hurting. It is the script that sets the hurtdx/y values, not the engine. The only case where the engine sets the hurtdx/y values - or used to on clientside - was when another script hit it (using hitobjects or similiar things). So I relied on that if the hurtdx/y values changed (whether by my own script or by hitobjects doesn't matter) that they have the correct values and that the hearts are decreased. Edit: and two weeks ago the sword didn't set the values, it just triggered the event. Anyway, I believe I found a way around that problem, but I still think it is a bug that should be fixed. Another thing related to that is the hitdetection on showcharacter scripts - you have to hit the top-left blocking tile of it so it detects the hit. Kat told me the same problem happens with projectiles, too. |
The hurtdx/hurtdy give the vector of where the npc should move. The hit coordinates are ok, I have already spoken with Kat to explain it. The area that is hit is a rectangle of (0.5,1)-(2.5,3)
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The projectile is seen as a point yes, so big projectiles can be a problem. The other problems were mainly caused by placing the projectile wrong or placing the gfx in the projectile gani wrong
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