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Re: Ask a simple question, get a simple answer
Posted: Wed Feb 24, 2021 8:01 pm
by bongobeat
I've already removed everything behind and on the side, turned the door by 180°, that does not change anything.
Re: Ask a simple question, get a simple answer
Posted: Wed Feb 24, 2021 8:10 pm
by bongobeat
THOM wrote: ↑Wed Feb 24, 2021 5:14 pm
Good point, maneus.
I've in addition thought if anything with other custom objects may cause the problem. Maybe one has a door component or a ProjectileCollider. Maybe with an offset.
A good way would be to delete all objects one by one and see, if anything changes when doing it.
well, there is no projectile collider with offset on that spot, the nearest projectile collider is 3 square forward (will check again something else)
Also the tileset around is a custom tileset that act as invisible wall (like the dungeon wall tile, but without any wall/pillars), that shows rocky wall on the automap, it only puts a swamp heightmap floor.
I've tryed to put only swamp floor tile around, and move every object far away, but that doesn't change anything.
Re: Ask a simple question, get a simple answer
Posted: Wed Feb 24, 2021 8:15 pm
by minmay
Try standing in the same place and throwing an item to the west. Does it stop immediately like the firearm attack?
edit: wait I have a better idea. Use this umod:
Code: Select all
local orig_raycast = FirearmAttackComponent.raycast
FirearmAttackComponent.raycast = function(self, pos, dir, range, ignoreEntity)
local hitWhat, nearestEntity, hitPos = orig_raycast(self, pos, dir, range, ignoreEntity)
gui:hudPrint(string.format("Firearm hit: %s", nearestEntity and nearestEntity.id or hitWhat))
return hitWhat, nearestEntity, hitPos
end
It'll tell you what the firearm attack is hitting.
Re: Ask a simple question, get a simple answer
Posted: Wed Feb 24, 2021 8:19 pm
by THOM
Sometimes a script or an object can produce effects on a wrong level. e.g. when you reppell something on a certain square but forgot to query also for the right level. Maybe something like that is going on.
Re: Ask a simple question, get a simple answer
Posted: Wed Feb 24, 2021 10:33 pm
by bongobeat
minmay wrote: ↑Wed Feb 24, 2021 8:15 pm
Try standing in the same place and throwing an item to the west. Does it stop immediately like the firearm attack?
edit: wait I have a better idea. Use this umod:
Code: Select all
local orig_raycast = FirearmAttackComponent.raycast
FirearmAttackComponent.raycast = function(self, pos, dir, range, ignoreEntity)
local hitWhat, nearestEntity, hitPos = orig_raycast(self, pos, dir, range, ignoreEntity)
gui:hudPrint(string.format("Firearm hit: %s", nearestEntity and nearestEntity.id or hitWhat))
return hitWhat, nearestEntity, hitPos
end
It'll tell you what the firearm attack is hitting.
An item like a shuriken is not blocked and act normally.
I can't use the umod, I have not the game on steam, my game is from humble.
Re: Ask a simple question, get a simple answer
Posted: Thu Feb 25, 2021 12:58 pm
by Zo Kath Ra
bongobeat wrote: ↑Wed Feb 24, 2021 10:33 pm
I can't use the umod, I have not the game on steam, my game is from humble.
I bought LoG2 on HB and it included a Steam key.
Re: Ask a simple question, get a simple answer
Posted: Thu Feb 25, 2021 1:13 pm
by THOM
I can't remember, where exactly I bought my game, but it included no key. I have one for LoG1, but not for 2.
Re: Ask a simple question, get a simple answer
Posted: Thu Feb 25, 2021 11:46 pm
by bongobeat
lol, I thought that their was no trace on that purchase on humble, or no account created...
I finally found an old txt file, with a link on humble, where I got a steam key,
will try that later.
Re: Ask a simple question, get a simple answer
Posted: Fri Feb 26, 2021 10:46 pm
by bongobeat
ok, done a quick test with the script:
the thing says it hit "beach_master_gate_7"
that's the door which is placed on coordinates 25,25 and I'm shooting from the coordinates 28,26
this is very weird
Re: Ask a simple question, get a simple answer
Posted: Wed Mar 10, 2021 12:50 pm
by kelly1111
I have a question about spells/ projectiles.
There is a spawnOffsetY line in the script that moves the spell up and down, is there a way to move a spell projectile to the left or right? , I need a particle that travels close to the wall when fired from a spawner.