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  #1  
Old 09-27-2005, 07:34 AM
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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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  #4  
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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  #7  
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 09-28-2005, 02:36 AM
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Quote:
Originally Posted by Stefan
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
Quote:
Originally Posted by Ajira
Aha!

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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  #9  
Old 09-28-2005, 04:48 AM
Torankusu_2002 Torankusu_2002 is offline
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Quote:
Originally Posted by Stefan
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
neither of these fixed.
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  #10  
Old 09-29-2005, 02:00 AM
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This post is not resolved I am posting another thread .... that is crap....
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Old 09-29-2005, 02:28 AM
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Quote:
Originally Posted by Stefan
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
Hmm, it's working for me...

Are you referring to Loriel's movement system?
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  #12  
Old 09-29-2005, 09:09 PM
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Quote:
Originally Posted by TB3
This post is not resolved I am posting another thread .... that is crap....
You tested with v4.02 ? I modified your script to also show the positions. There was problem with the onwall2() function which didn't lookup for npcs correctly so that the upper line / left line was sometimes not seen by onwall2()
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Old 09-29-2005, 09:29 PM
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Quote:
Originally Posted by TB3
This post is not resolved I am posting another thread .... that is crap....
It's working fine for me now. I can't walk through the NPCs anymore and the little test NPC I made for it is working right (see screenshot).
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Old 09-30-2005, 03:10 AM
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Quote:
Originally Posted by Stefan
You tested with v4.02 ? I modified your script to also show the positions. There was problem with the onwall2() function which didn't lookup for npcs correctly so that the upper line / left line was sometimes not seen by onwall2()
Wasn't that what he told you earlier, but you denied it and said it was fine?
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  #15  
Old 09-30-2005, 02:23 PM
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Quote:
Originally Posted by CheeToS2
It's working fine for me now.
Quote:
Originally Posted by Stefan
You tested with v4.02 ?
Here i go wasting my one post for the day "Edit" button should last longer

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:
Originally Posted by Stefan
It's all working fine for me though, testing from different computers
And on PM :
PHP Code:
TB3 (Wed Sep 28 15:56:00 2005):
Sorry to bug you but would you mind logging on
Maloria Dev
On your client so i can show you that setshape isnt working
?
I would be much appreciative as well as several other forum users =P
Thanks 
?
---
Stefan (Wed Sep 28 15:57:55 2005):
it is working
--- 
So I could have only assumed that the problem had not even been realized by anyone other than me, my testers, and CheeToS.

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.
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  #16  
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
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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 10-01-2005, 02:39 AM
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Quote:
Originally Posted by Stefan
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.
Excuse me for my mix up in pming you and saying setshape. My post as well as thread heading indicated onwall2 detection problems

Quote:
Originally Posted by Stefan
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).
What CheeToS said O_o

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
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  #19  
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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