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Bug #1217

EQ2.CheckCollision Always returning False

Added by Herculezz over 9 years ago. Updated over 9 years ago.

Status:
Resolved
Priority:
Normal
Assignee:
Category:
-
vbulletin_issue_id:

Description

No Matter if you have collision or not. Not sure if this is know or not but thought i would make you aware.

#1

Updated by Amadeus over 9 years ago

  • Status changed from New to Feedback Required
  • Assignee set to Amadeus

Can you confirm that this was working prior to the last large patch?  Or, are you using EQ2.CheckCollision for the first time?

#2

Updated by Herculezz over 9 years ago

Yes it was working perfect prior to the big patch.

#3

Updated by Herculezz over 9 years ago

Also probably related but Me.CheckCollision is also returning false no matter the locs

#4

Updated by Kannkor over 9 years ago

For what it's worth, I can confirm it was working prior to the big patch, and now I'm getting FALSE no matter what also.

 

How I tested prior to the patch, was just use 2 characters (or a character and an NPC) in a guild hall. Be standing basically beside each other, target them and type:

echo ${EQ2.CheckCollision[${Me.ToActor.Loc},${Target.Loc}]}

Should be FALSE, now move your toon away behind a wall/object, and repeat. Previously it returned TRUE, now returns FALSE.

#5

Updated by Amadeus over 9 years ago

  • Status changed from Feedback Required to Resolved

This should be fixed in version 20141007.0006

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