Search found 4 matches
- Mon Jan 19, 2015 10:17 pm
- Forum: Support and Tech Discussion
- Topic: Bug in setWorldPosition? v2.1.18
- Replies: 2
- Views: 5205
Re: Bug in setWorldPosition? v2.1.18
You are moving the wall exactly on the edge between two squares, so the wall may end up in either square. Thanks for the reply. If will move the walls slighty towards it's correct square to avoid this. But there's something else (or maybe connected?) with setWorldPosition. Consider this function: f...
- Mon Jan 19, 2015 4:20 pm
- Forum: Support and Tech Discussion
- Topic: Bug in setWorldPosition? v2.1.18
- Replies: 2
- Views: 5205
Bug in setWorldPosition? v2.1.18
Hi. Problem: When using setWorldPosition the gameobject might get wrong x and y value depending on facing. To recreate: Create a north facing wall at 15,15 id=dungeon_wall_01_1. It's important that it's north facing for this to work/fail. Run this code to move it up 1 elevation (1 elevation = 3 in w...
- Thu Jan 15, 2015 10:10 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3955
- Views: 3194471
Re: Ask a simple question, get a simple answer
Hi, creating my first mod and noticed something. If calling a scriptfunction with parameter directly from another script (or console) it sends an extra parameter. delayedCall does not. Calling from another script with scriptobject.script:functionname(param1, param2): The function will receive a tab...
- Thu Jan 15, 2015 9:16 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3955
- Views: 3194471
Re: Ask a simple question, get a simple answer
Hi, creating my first mod and noticed something. If calling a scriptfunction with parameter directly from another script (or console) it sends an extra parameter. delayedCall does not. Calling from another script with scriptobject.script:functionname(param1, param2): The function will receive a tabl...