Viper Snake
Member
Tried build 4335, all my platforms no longer work. Everything just falls through them as if they weren't there:
Build 4328:
Build 4335:
Build 4328:
Build 4335:
White Dragon said:To detect walls et similia, once you have defined the edges, you need to compare entity coords with wall coords, right?
How do you know if the entity is impacting a wall?
x_entity >= x_walls && x_entity <= x_walls+wall_width etc..
Sorry, but this is not an engine bug - its a bug in your codes. As I replied there, I have THE SAME code and it works and I even tested it on the newest build and it WORKS.-There is a issue with engine now identifying something as a invalid animation name, more info available here:
White Dragon said:DC please check the update in 4298. It causes a crash.
collision_attack = attacker->animation->collision_attack[attacker->animpos]->instance[instance];
if( attacker->exists && attacker != self //cant target self
&& (attacker->modeldata.candamage & self->modeldata.type)
&& (anim < 0 || (anim >= 0 && check_range(self, attacker, anim)))
&& !attacker->dead && attacker->attacking//must be alive
&& attacker->animation->collision_attack && (!collision_attack
|| collision_attack->no_block == 0)
&& (diffd = (diffx = diff(attacker->position.x, self->position.x)) + (diffz = diff(attacker->position.z, self->position.z))) >= min
&& diffd <= max
&& (attacker->modeldata.stealth.hide <= iDetect) //Stealth factor less then perception factor (allows invisibility).
)
{
if( attacker && attacker->exists && attacker != self //cant target self
&& (attacker->modeldata.candamage & self->modeldata.type)
&& (anim < 0 || (anim >= 0 && check_range(self, attacker, anim)))
&& !attacker->dead && attacker->attacking//must be alive
&& attacker->animation->collision_attack && attacker->animation->collision_attack[attacker->animpos] && attacker->animation->collision_attack[attacker->animpos]->instance
&& ( !attacker->animation->collision_attack[attacker->animpos]->instance[instance] || (attacker->animation->collision_attack[attacker->animpos]->instance[instance] && attacker->animation->collision_attack[attacker->animpos]->instance[instance]->no_block == 0) )
&& (diffd = (diffx = diff(attacker->position.x, self->position.x)) + (diffz = diff(attacker->position.z, self->position.z))) >= min
&& diffd <= max
&& (attacker->modeldata.stealth.hide <= iDetect) //Stealth factor less then perception factor (allows invisibility).
)
{
White Dragon said:Not At All! !
And with New Version You Can Spawn Entities Everywhere. In main menu In Option MeNu And in Select Screen. . . Everywhere!
MaxBeta said:I can confirm sound issues still in the latest Wii build, but somehow mods that did not load before now load???
Tested on Double Dragon Reload by Maggas, and the ladder issue is still there.
Build 4344