Project

General

Profile

Bug #2158

EQ2.CheckCollision and Me.CheckCollision always returning FALSE

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

Also available in: Atom PDF