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Resolved: Onwall2 Detection Problems
Please move this thread to the V4 bug section as I do not have rights to post there Thank You!
I am experiencing problems with an ONLINE clientside movement script that uses onwall2. The onwall2 works perfectly with everything except setshape and setshape2 npc's where you can pretty much just walk through most of them with little or no difficulty depending on the angle you hit them regardless of whether or not they are clientside,serverside, big(64x64), or small(32x16). The onwall script is pretty much perfect. I've slaved over it for a while to make it that way. It works perfect even manuevering through single tile sections ect... there is no way to bug over anything or any pixel. (Until you hit a setshape npc) To see an example : Server: Maloria Dev NPC W's Required : Systems/Movement Example Level : copy_props.nw |
It's all working fine for me though, testing from different computers
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I will have some other staff members run tests on it too then.
I am experiencing the same problem with V3. I'ts like the setshape isnt registering right O_o *See attachement* i walk right through it Note: this is regardless of whether or not GS1 or GS2 are used and is on a GS2 enabled server. [edit] Ajira you n00b why you leave a one word answer that leaves me wondering what your thinking eh? [/edit] |
Actually, I am having hte same problem.
The movement script I am using is Loriel's script, and it's not detecting the onwall at all (for tiles, blocking images, etc). Don't know if I have to convert it to GS2 or not (GS2 is enabled). It doesn't work on V4 but it works fine on V2. |
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Find: setarray this.wall,6; and replace it with: PHP Code:
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The problem is that this.wall is used as normal variable and array at the same time. Rename the array stuff to this.wallarr or whatever |
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That doesn't help me any >_< And several other people on V3 and V4 are experiencing the same problem moving right on through the npcs as if their setshape had holes in it or something. |
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This post is not resolved I am posting another thread .... that is crap.... !pissed!
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Are you referring to Loriel's movement system? |
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1. No one posted here that the problem was even realized the thread was simply marked resolved. I could only assume that it was marked that way as someone didn't consider it a bug anymore. 2. At the time the bug was still a problem. 3. The last things I heard from you (Stefan) were Quote:
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4. My V4 access was removed so there was no way I could test it again and the last time I had tested it was After above "numbers" and it was still not functioning correctly. Thanks for fixing though O_o And while I'm at it I might as well report this, I have allready informed CheeToS While holding the CTRL key(s) keydown2 will return all "CASE" of the "LETTER" keys as being false regardless of whether or not they are being pushed. Numberkeys and other char keys show up fine, only letters do not. I was doing custom emoticons when I found this a bit ago. So users, if any of you are having problems with it dont beat your brains out trying to figure it out like I did. |
There was no problem with setshape that's why I said there are no problems with setshape. There was a problem with onwall2 though, I have also fixed it on the npcserver.
What do you mean with keydown2? It is working fine I think, you can detect the ctrl key with code 17. Also the keypressed is correctly passing the code parameter (+512 if control key is pressed while pressing another key). |
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Go look at NPCW : Systems/Emoticons Server: Maloria Dev CTRL + number keys work fine but if you //edit out the number keys overwriting the Letter keys at the top of the script Just // before emotekeys = {"1", ect... you will find out that all letter keys return false value while ctrl key is pressed regardless of whether or not they are pressed. I can no longer test to tell you anymore because I am V4 disabled now so you will have to go see it for your self. Sucks too i cant work on particle effects any more :frown: |
The keypressed event is working correctly, you don't get keypressed events anymore if the engine is already catching the event. You can still use keydown2 though to check for Ctrl+letter keys.
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NPC Code://#CLIENTSIDE |
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I didn't test pressing the letter before pushing the CTRL key but still it doesnt work the way it needs to for custom emoticons, that being pushing the ctrl key + letter. |
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