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  #1  
Old 09-27-2005, 07:34 AM
TB3 TB3 is offline
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Exclamation 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
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Old 09-27-2005, 03:31 PM
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It's all working fine for me though, testing from different computers
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Old 09-27-2005, 05:41 PM
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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]
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Last edited by TB3; 09-27-2005 at 11:42 PM..
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Old 09-27-2005, 06:33 PM
Torankusu_2002 Torankusu_2002 is offline
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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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Old 09-27-2005, 07:05 PM
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Quote:
Originally Posted by Torankusu_2002
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.
For Loriel's movement system there is a fix...
Find: setarray this.wall,6;
and replace it with:
PHP Code:
  if (graalversion 3setarray this.wall,6;
else 
setarray(this.wall,6); 
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  #6  
Old 09-27-2005, 09:32 PM
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Quote:
Originally Posted by napo_p2p
For Loriel's movement system there is a fix...
Find: setarray this.wall,6;
and replace it with:
PHP Code:
  if (graalversion 3setarray this.wall,6;
else 
setarray(this.wall,6); 
Aha!
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Old 09-28-2005, 01:00 AM
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Quote:
Originally Posted by napo_p2p
For Loriel's movement system there is a fix...
Find: setarray this.wall,6;
and replace it with:
PHP Code:
  if (graalversion 3setarray this.wall,6;
else 
setarray(this.wall,6); 
Ah wrong
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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  #8  
Old 09-30-2005, 03:34 PM
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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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Old 09-30-2005, 07:42 PM
CheeToS2 CheeToS2 is offline
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Quote:
Originally Posted by Stefan
Also the keypressed is correctly passing the code parameter (+512 if control key is pressed while pressing another key).
Are you sure? I still can't seem to get it to work for letter keys. It works fine for numbers and arrows (returns 512 + keycode), but when I hold CTRL + a letter, it only returns 162 (and no other keycode). Here is the script I am using to test (ctest2 on N-Pulse):
NPC Code:

//#CLIENTSIDE
if (keypressed) {
if (strequals(#p(0),#v(512+keycode(s))))
setplayerprop #c,#p(0) - #p(1);
else
setplayerprop #c,Pressing #p(0) (#p(1)) instead of ctrl+s;
}

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Old 10-03-2005, 04:08 PM
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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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Old 10-03-2005, 06:25 PM
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Quote:
Originally Posted by Stefan
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.
Ah, I see, that works, but only if I press s before I press CTRL. If I press CTRL then s it doesn't return true. Here's the script:

NPC Code:
//#CLIENTSIDE
if (created||timeout) {
if (keydown2(keycode(s)+512,false))
setplayerprop #c,pressing: #v(keycode(s));
timeout = .05;
}

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Old 10-04-2005, 05:28 AM
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Quote:
Originally Posted by Stefan
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.
Errr.... as CheeToS said it's not working unless you press the letter key first. I can't test anymore cause I'm apparently removed from the list ( I suppose you did that with the release to gold members) so I dont know if you fixed it in new version or not but as of the last V4 version if the ctrl key was pressed none of the "LETTER" keys would return a true value with keydown2.

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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