Help!!
i never had an urge to use onwall onwall2 or onwater serverside until now, and now that i am... it seems like they dont work at all!
it detects water where it isnt, dosent detect it where it is. The walls seem randomly placed (ie not correct according to whatever level the servernpc is warped to) shed light please? |
I think that may happen with new tilesets (not sure though), maybe that's your problem?
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pics1.png |
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Are you sure the places and all are right? Perhaps you should display a dot at the place where there's a wall :\
And perhaps the player is water/wall/wahtever. |
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however, im going to do that display because im curious as to what the npc is seeing |
ok, inside houses, onwall and onwall 2 detect like this (and yes the gaps are random)
(see picture) same with onwater outside (we use a different tileset with the SAME definitions, like water on our tileset is located where water on the other is) it just all screws up. Any suggestion? (the blue was drawn by a .1 timeout test on each tile by a serverside npc) |
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forgot pic X.x
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That's one heck of a ugly level :p
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Can anyone solve either problem? the outside levels tileset is done clientsided using addtiledef-... but it has pics1.pngs definitions its using the wrong tiles serverside as walls and water, does anyone know how to make it right? Edit: (more relevant info) the tiledefs are clientside, and the npc has no client interaction, so it seems like its irrevelvant. Where it messes up completely is outside on levels that are part of the map. It seems like it knows where things are placed though and is just detecting tiles as other tiles... i dunno. I very much so dislike this |
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I remember this problem when I was doing a present dropper npc for babylon o.o
if (onwall2(x,y,2,2)) = offwall Just switch it around, on is off, and off is on, i think :confused: |
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