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IDProjectCategoryView StatusDate SubmittedLast Update
0002414SphereServerexecutable - genericpublic30-09-14 11:5413-10-14 17:06
ReporterRizz 
Assigned ToXuN 
PrioritynormalSeveritymajorReproducibilityalways
StatusresolvedResolutionfixed 
PlatformOSOS Version
Product Version 
Target VersionFixed in Version0.56c Nightly 
Summary0002414: @hitcheck stops to fire when your opponent hides himself
Description@hitcheck doesn't fire when your opponent hides himself (also using attacklast).

This is non-sense, if you mind to replace all the combat system with this trigger you should enable the possibility to do that and use cansee/canseelos on sphere_combat.

Right now if your opponent hides himself often, you cannot swing... never. To swing you have to double click like a crazy on the char status or spam attacklast to let @hitcheck fires again.
TagsNo tags attached.
Nightly VersionAutomated (specify build number)
Experimental FlagsNone
Option FlagsNone
Internal Build Number2036
Attached Files

- Relationships

-  Notes
(0002450)
Rizz (reporter)
30-09-14 11:55

Is the same if a player move 19 tiles away, @hitcheck stops to fire again.
(0002453)
XuN (developer)
08-10-14 13:49

Maybe client limitation? the HitCheck code is placed above these checks so it should not give any problem.
(0002473)
XuN (developer)
13-10-14 17:06

Since the trigger is being called before any checks ... the only think I can figure out are 2 things: a) You have something conflicting with this. b) The client won't even try to attack what it cannot see. Hence we can do nothing to help in this situation.

- Issue History
Date Modified Username Field Change
30-09-14 11:54 Rizz New Issue
30-09-14 11:55 Rizz Note Added: 0002450
08-10-14 13:49 XuN Note Added: 0002453
13-10-14 17:06 XuN Note Added: 0002473
13-10-14 17:06 XuN Status new => resolved
13-10-14 17:06 XuN Fixed in Version => 0.56c Nightly
13-10-14 17:06 XuN Resolution open => fixed
13-10-14 17:06 XuN Assigned To => XuN


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