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[Sourcefrage] CS-PET's Collision

Discussion on [Sourcefrage] CS-PET's Collision within the Flyff Private Server forum part of the Flyff category.

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Old   #1
 
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[Sourcefrage] CS-PET's Collision

Hallo,

es gab mal eine Zeit im Offi als die CS-Pets nirgendswo hängen geblieben sind
also z.B. konnte man über einen Zaun springen und das CS-Pet ist durchgelaufen.

Jetzt zur frage weiß jemand was man hierzu im Source ändern muss?

Ich finde keine Collision in der Art.


MfG
hanns.g
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Old 07/27/2011, 12:13   #2
 
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im source must das zu finden sein aber du must glaube ich bei den objecten gucken

da muss dann eine function sein die die collision verhindert
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Old 07/27/2011, 12:20   #3
 
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danke wenigstens schon mal ein tipp
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Old 07/27/2011, 18:14   #4
 
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Wenns das mal gegeben hat ist es vielleicht nur auskommentiert, such mal nach der jeweiligen version, meistens sieht das ca. so aus:

//v15 blablabla
code
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Old 07/27/2011, 20:32   #5
 
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bin dabei bis jetzt nichts^^
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Old 07/27/2011, 21:52   #6
 
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BOOL bColl = TRUE;
if( pMover->IsNPC() && (pMover->GetIndex() >= MI_PET_LAWOLF && pMover->GetIndex() <= MI_PET_LASTINDEX) )
{
bColl = FALSE; // º¯½Å±¸¸¦ »ç¿ëÇÏÁö ¾ÊÀº ¼ø¼ö ÆêÀº ¿ÀºêÁ§Æ®¿Í Ãæµ¹°Ë»ç ¾ÈÇÔ.
}

Danach mal suchen und gucken obs das ist.
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Old 07/27/2011, 23:51   #7
 
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Mach
Code:
if( CObj::m_bCollision && bColl )
zu
Code:
if( CObj::m_bCollision && bColl && !pMover->IsNPC() )

EDIT
Code:
if( CObj::m_bCollision && bColl && !pMover->GetProp()->dwAI == AII_PET )
sollte besser sein^^
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Old 07/28/2011, 00:02   #8
 
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bin schon am Kompilieren wenns klappt BIG THX

PS:editiere gleich obs funkt^^

EDIT: if( CObj::m_bCollision && bColl && !pMover->IsNPC() )

FUNKTIONIERT

PS: was ist an dem editiertem besser?

EDIT: if( CObj::m_bCollision && bColl && !pMover->GetProp()->dwAI == AII_PET )

besser damit es nur auf CS_Pets zutrifft und nicht auf Mops die jetzt überall rüberspringen^^

MfG
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Old 07/28/2011, 00:22   #9
 
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Das editierte geht net, ka wieso, nimm lieber das andere
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Old 07/28/2011, 00:24   #10



 
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Quote:
Originally Posted by Pumbaaa View Post
Mach
Code:
if( CObj::m_bCollision && bColl )
zu
Code:
if( CObj::m_bCollision && bColl && !pMover->IsNPC() )
EDIT
Code:
if( CObj::m_bCollision && bColl && !pMover->GetProp()->dwAI == AII_PET )
sollte besser sein^^
Sollte die abfrage im Edit nicht eine Warning ausgeben ?
Ist ja schließlich eine Boolean abfrage.

Mach mal lieber so, sollte dann ohne Warning sein:
Code:
if( CObj::m_bCollision && bColl && pMover->GetProp()->dwAI != AII_PET )
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Old 07/28/2011, 00:34   #11
 
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DICKES DANKE an euch beide

das wird viele Spieler glücklich machen denke ich.

MfG
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Old 01/23/2023, 21:45   #12
 
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Quote:
Originally Posted by Sedrika View Post
Sollte die abfrage im Edit nicht eine Warning ausgeben ?
Ist ja schließlich eine Boolean abfrage.

Mach mal lieber so, sollte dann ohne Warning sein:
Code:
if( CObj::m_bCollision && bColl && pMover->GetProp()->dwAI != AII_PET )

Wo muss man das Ersetzen ?
if (CObj::m_bCollision && bColl && pMover->GetProp()->dwAI != AII_PET)
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Old 01/25/2023, 01:34   #13
 
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Quote:
Originally Posted by gross128 View Post
Wo muss man das Ersetzen ?
if (CObj::m_bCollision && bColl && pMover->GetProp()->dwAI != AII_PET)
BOOL CActionMover::ProcessCollisionGround
Im code danach einfach suchen, ist nur nen bissi weiter unten.

Code:
if( CObj::m_bCollision && bColl )
Zu dem:
Code:
if( CObj::m_bCollision && bColl && pMover->GetProp()->dwAI != AII_PET && pMover->GetProp()->dwAI != AII_EGG)
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