Quote:
|
Originally Posted by Deophite18
Your new hit detection also broke a lot of stuff in events. It broke CTF and Storm is like NEVER going to fix it. Maybe you can.
|
A lot of broken things in events was expected, but at least I've fixed everything on that 1-5 list.
I don't know why the hit detection would break CTF. The variables for showing that a player is paused and that player's ratings however, could. I'm waiting for Stefan to give clientside read access to players[i].paused, players[i].rating and players[i].ratingd. That would probably remove any problems with showing the flag, etc.
I'm also talking to Stefan about the hit detection in another thread on the Tech Support forum. The only problem with it is that the event playertouchsme, which I used so that damage areas can exist for a specified amount of time (unlike most serverside damage systems). The problem with the playertouchsme event is that it's not adhering to the player's base (the 2x2 square that's used in wall detection). Instead, playertouchsme is checking the 2x2 area, but shifted one tile in the direction the player's facing. Level links are tested in the same way.
The damage system is not the only thing affected, the Opposite Boots are too, though a little bit more seriously. I scripted the server's movement to be able to handle backwards moving, but seeing as playertouchsme and level links are checking the area in front of the player, it's a bit hard to touch anything when the stuff you would be touching is behind you.
I've decided that it would be unwise to try to modify the damage system to take into account the flaw with playertouchsme unless Stefan goes out and says that he will not change it nor add another event handler that is needed for this to work. If it's not going to change, then damage will have to check a one pixel area after it's initialization. To add, if that's the case, Opposite Boots will never be released as they'd render you much much much less likely to be damaged after the damage field's initialization.
Right now I'm working on the functions for serverside movement. It's a bit more of a challenge. I can easily move the NPC to a wall, but completing the extra movement after that is of a different question (since it's rare that gscript's move function always adheres to the time interval).
I'm also working on rescripting chests, as they've all broken again for some reason. Shouldn't be too hard though.