Difference between revisions of "Common Bugs"

614 bytes added ,  08:37, 14 July 2009
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Using MoveTo on the player in a dialogue result script triggers in a hidden bug that silently causes the player's viewing axis to be inverted. The player speaks to the NPC and the screen does a violent spinning motion on the viewport as they're zoomed in for dialogue. This is the only way you'll know that the bug has struck. If the player does not speak to another NPC before saving, then reloading that save will cause the game's viewport to be inverted. The ground will be on top, the sky on the bottom. Moving about becomes difficult or impossible. The affected savegame will probably not be salvageable. Do not use MoveTo in a dialogue result script. Instead, set variables in an NPC or quest script and use those variables to determine where your script should move the player.
Using MoveTo on the player in a dialogue result script triggers in a hidden bug that silently causes the player's viewing axis to be inverted. The player speaks to the NPC and the screen does a violent spinning motion on the viewport as they're zoomed in for dialogue. This is the only way you'll know that the bug has struck. If the player does not speak to another NPC before saving, then reloading that save will cause the game's viewport to be inverted. The ground will be on top, the sky on the bottom. Moving about becomes difficult or impossible. The affected savegame will probably not be salvageable. Do not use MoveTo in a dialogue result script. Instead, set variables in an NPC or quest script and use those variables to determine where your script should move the player.


=== MoveTo on Containers ===
If you use MoveTo or PositionCell on a Container(a chest for instance), even if you update the world art of the Container using GetPos and SetPos, the collision information of the Container will not be updated. Example: If your script moves a chest to different positions inside a room, the chest will visibly move, but the player cannot open it. In order to open it, the player has to go to the chest's starting point. There the player cannot see a chest, but the chest's name will be displayed on the screen, and as soon as the name can be seen, the "invisible" chest can be opened.


[[Category:Troubleshooting]]
[[Category:Troubleshooting]]
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