Bug #2158
EQ2.CheckCollision and Me.CheckCollision always returning FALSE
Description
Could this be looked at please, thanks
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)
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.
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!!
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.