Complete scripting bugs list (0.3 updated)
#81

Quote:
Originally Posted by leong124
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OnVehicleDeath - Vortex entering the water will still call OnVehicleDeath, though it actually can float on the water and drive.
Does OnVehicleDeath gets called when you land a leviathan/sea-sparrow on water ? (They both float)
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#82

The "textdraw bugs" aren't bugs, atleast I don't think so, several of my scripts rely on that affect
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#83

Quote:
Originally Posted by Patrik356b
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Does OnVehicleDeath gets called when you land a leviathan/sea-sparrow on water ? (They both float)
Leviathan: Yes when it enters the water and floats up again, no if it doesn't.
Seasparrow: No if you carefully touch the water, yes if it falls into water and float again.
Vortex: Same as Seasparrow.

Vortex and Seasparrow calls OnVehicleDeath only when I exit them and wait for a while.
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#84

I've updated the list. Let me know if I have missed anything and I will add it to the list.
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#85

SetVehicleToRespawn - OnVehicleSpawn seems to be called before respawning the vehicle, which will cause vehicle lock,alarm,etc. problems. I set the vehicles' parameters in OnVehicleSpawn so that they should be correctly set after they are respawned. With this bug I can't set it, because it is reset to -1.

EDIT:
OnVehicleDeath - Sometimes will not call when I try to flip a vehicle by sawn-off shotgun to make it explode. This could cause problems on player vehicle systems, since the variables cannot be reset in the callback.
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#86

OnPlayerUpdate() - Doesn't detect changes/spawned weapons inside a vehicle.
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#87

OnPlayerSpawn() If you Do SetCameraBehindPlayer; Doesn't Work
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#88

Quote:
Originally Posted by Robert_Crawford
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OnPlayerSpawn() If you Do SetCameraBehindPlayer; Doesn't Work
Works for me.
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#89

Quote:
Originally Posted by shitbird
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OnPlayerUpdate() - Doesn't detect changes/spawned weapons inside a vehicle.
It's the problem of GetPlayerWeapon,GetPlayerAmmo,etc..

PlayerSpectatePlayer/PlayerSpectateVehicle - when the spectate mode is turned on with this two functions in vehicles, sometimes 2 extra OnPlayerStateChange will be called.

For example:
Code:
[CMD]/spectate 0 //0 is the target ID
OnPlayerStateChange called(driver->spectating) when TogglePlayerSpectating is called
OnPlayerStateChange called(spectating->driver) after the command is finished //This is the problem
OnPlayerStateChange called(driver->spectating)
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#90

Quote:
Originally Posted by ******
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Don't know how maintained this still is, but I've developed a fix for the SetTimerEx problem.
How so?
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#91

Ah, I thought you'd tinker with your y_timers library. Has it been released?
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#92

Are there any bugs that are still missing from the list?
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#93

The callback bugs are missing.
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#94

There's also that pickup bug, there was a thread about it, idk if it was fixed yet
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#95

Plz fix this in R6:
SetVehicleZAngle dont't work in OnVehicleSpawn.

Only:
pawn Код:
public OnVehicleSpawn(vehicleid)
{
    SetTimerEx("SetRightVehicleAngle", 700, false, "i", vehicleid);
    return 1;
}
public SetRightVehicleAngle(vehicleid)
{
    SetVehicleZAngle(vehicleid, CarInfo[vehicleid][oPos][3]);
}
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#96

SetVehicleParamEx and SetVehicleParamsForPlayer doesn't work under onvehiclespawn
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#97

Quote:
Originally Posted by RAEN
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Plz fix this in R6:
SetVehicleZAngle dont't work in OnVehicleSpawn.

Only:
pawn Код:
public OnVehicleSpawn(vehicleid)
{
    SetTimerEx("SetRightVehicleAngle", 700, false, "i", vehicleid);
    return 1;
}
public SetRightVehicleAngle(vehicleid)
{
    SetVehicleZAngle(vehicleid, CarInfo[vehicleid][oPos][3]);
}
Anyway you not need 700ms timer, with 0ms is better. Because run after function finish.
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#98

"SetPlayerWorldBounds - If you hold down the aim key you can walk through world boundries."
Not anymore.
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#99

setvehicleparamsex conflicts with the players client, if your in a vehicle with a siren, when setvehicleparamsex is on, it turns off the siren

edit: createvehicle does not call onvehiclespawn
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Quote:
Originally Posted by RAEN
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Plz fix this in R6:
SetVehicleZAngle dont't work in OnVehicleSpawn.

Only:
pawn Код:
public OnVehicleSpawn(vehicleid)
{
    SetTimerEx("SetRightVehicleAngle", 700, false, "i", vehicleid);
    return 1;
}
public SetRightVehicleAngle(vehicleid)
{
    SetVehicleZAngle(vehicleid, CarInfo[vehicleid][oPos][3]);
}
offtop:
where you taken R6?
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