Difference between revisions of "Common Bugs"

256 bytes added ,  12:21, 15 August 2010
→‎MoveTo on Containers: Added a common workaround
imported>DragoonWraith
(revert - you cannot Goto a Label that appears after your Goto)
imported>QQuix
(→‎MoveTo on Containers: Added a common workaround)
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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.
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.
As a workaround, instead of moving one container around, you can create identical copies of the container, and then enable/disable them. In this case, a script should be attached to the containers which handles the containers' content. This is to ensure that each copy contains the same items at all times.
As a workaround, instead of moving one container around, you can create identical copies of the container, and then enable/disable them. In this case, a script should be attached to the containers which handles the containers' content. This is to ensure that each copy contains the same items at all times.
Another workaround (works also on other 'unmoveable' objects), when you get the object at the destination, is to [[Disable]] the object in one frame, [[Reset3DState]] in the next frame and [[Enable]] it in the third frame. The object will flicker, thou.
[[Category:Troubleshooting]]
[[Category:Troubleshooting]]
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