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Particle Emitters Disappearing + Level Changing
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Alright here's my effect:
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If I 'refresh the effect' (clear the attr and re-add) it works fine and updating the gani file causes it to work as well. I'm hoping there's a way to fix this in the gani file or if it's a bug that needs to be fixed. See attached for the aftermath of changing levels. Edit: Added the changes that made it work the way I wanted it to. |
Why mix GS1 with GS2?
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The only error similar to this that I have encountered, is that if you use setlevel2 and teleport the player to the same level he already is in, all attached player ganis stop functioning.
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hmm try changing index > 200, don't know if it'll make a difference
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I've tried the index thing, and the only solution I came upon was using a 1 second timeout.
I.e: 1. Player A poisons Player B 2. Both see the effect fine 3a. Player A leaves level and re-enters, and the poison effect isn't visible anymore but it still is to B. 3b. Player B leaves level and re-enters, and the poison effect isn't visible to Player A anymore but it still is to B. I feel like there's an event that I'm missing or something that has to apply to the above, I thought it was onPlayerEnters but obviously not. Oh and the mixing the GS1 and GS2 is just how it was and I didn't feel like changing it. |
just throwing this idea out there. But would calling playerenters and timeout cause any issues over and over again? maybe do a playerenters and check to see if the poison is still in effect, if so end script, and let the timeout run uninterrupted, otherwise just call the timeout.
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This sounds similar to (if not exactly like) the problem I posted about a good while ago.
(http://forums.graalonline.com/forums...hp?t=134260623) The only solutions I got seem more convoluted than it needs to be. It would be nice if this thing, bug or intentional, was fixed/changed. Edit: It looks like your problem may not be the exact same as mine, but it may be related. Personally I'm hoping it is, anyway =q Further jargon/thinking out loud: Perhaps that one new serverop (The one you told me was only useful on iphone, cant recall what it was called.) could be changed to adjust the visibility range of such particles on pc servers, while keeping it's current function on iphone servers? Instead of having particles get cut out if the viewer and the source are not in the same level, it would only be cut out if the viewer is however many levels/pixels/tiles/watever away from the source. Then again, Since it seems that only the levels adjacent to the player's current level, as well as the player's current level are loaded (clientside) at a time, I don't see why we couldn't flat-out remove the limit because the player will never have more than 9 levels loaded at a time, so it's not like their computer will be burdened by displaying all particles offscreen to the ends of the gmap or anything. and if the current way particles are cut really matters, we could also instead make a new serverop: oldparticlerules=boolean (true will cut them out like they do currently, false will allow them to be displayed within the entire 3x3 level square. although I don't see what use setting it to false would actually have) |
Update (useless)/bump
Yep, I know where I've seen it before. My projectiles that use particle emitters will work just fine if you remain in your level. but if you cross a level on the GMAP, the projectile will appear to vanish. Don't know if my post above was actually related to it or not, but it's very annoying. It's been quite some time though and it's still a problem. Think Stefan is even aware? Also, onCreated() and onPlayerenters() unfortunately doesn't make any difference as far as fixing the problem goes. |
Are you using the latest V6? I believe he fixed the onPlayerEnters problem.
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