Moosh's pits glitchs
Started by
Sans
, Apr 13 2017 02:35 PM
3 replies to this topic
#1
Posted 13 April 2017 - 02:35 PM
Hi everyone i had test the Moosh's pits global script on a test dungeon quest and i did exactly the same setting up what Moosh made but i notice some bugs.
-When i try to travel the big hole or lava (exemple with moving trampolines) if i'm unluckily falls on pits or lava Link respawn on the pit and lava and Link continues to take damages until he die.
-Sometimes when Link falls on the lava he take the damage when he drowned and when he respawn closer at the lava. I trying on with the poisonus water on my project, the same things happens.
There's a way to limits thoses glitchs i did find ?
-When i try to travel the big hole or lava (exemple with moving trampolines) if i'm unluckily falls on pits or lava Link respawn on the pit and lava and Link continues to take damages until he die.
-Sometimes when Link falls on the lava he take the damage when he drowned and when he respawn closer at the lava. I trying on with the poisonus water on my project, the same things happens.
There's a way to limits thoses glitchs i did find ?
#2
Posted 13 April 2017 - 02:47 PM
Could you PM me a link to your quest? I'd like to fix these problems but I think I'll need to see them in action and poke around in the editor to figure out where my logic went wrong.
#3
Posted 13 April 2017 - 02:48 PM
Alright.
#4
Posted 13 April 2017 - 04:15 PM
Okay, bugs should be fixed now. It was a dumb thing. I used GetCurSceen() instead of GetCurDMapScreen() and this made any dmap with an offset stick the return point on Link's position every frame.
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