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Bug #2158

EQ2.CheckCollision and Me.CheckCollision always returning FALSE

Added by Herculezz about 4 years ago. Updated about 3 years ago.

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

Description

Could this be looked at please, thanks

#1

Updated by Herculezz about 3 years ago

Any updates on this? Is it not fixable? whats the dealio? Also Me.TargetLOS is acting wonky sometimes too (For example load into VD and target a mob past the first boss door it will show TRUE)

#2

Updated by Amadeus about 3 years ago

I went through it today and there was nothing that I saw incorrect or changed with the routines that were used with ISXEQ2 in the past.

I won't say that I might never have time or the ability to fix it, but it'd probably be a good idea to go ahead and think of alternative ways to do what you need without collision checking.   Very few scripts have used it since I implemented it, so you might investigate what they're doing to avoid needing it.

#3

Updated by Herculezz about 3 years ago

Amadeus wrote:

I went through it today and there was nothing that I saw incorrect or changed with the routines that were used with ISXEQ2 in the past.

I won't say that I might never have time or the ability to fix it, but it'd probably be a good idea to go ahead and think of alternative ways to do what you need without collision checking.   Very few scripts have used it since I implemented it, so you might investigate what they're doing to avoid needing it.

I have ways around it but it makes things so hacky and botty, This really is an essential feature that is imperative in quite a few things ISXRI does, If you know of another way to determine that there is a collision (wall, boulder, any solid object) between my character and the actor he is after, im all ears!!

#4

Updated by Herculezz about 3 years ago

Just wanted to update this and let you know its still broken, even with the new xpac and large update you had to do for it.

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