I'm creating a roguelike that uses Bump() for combat, and I've ran into a strange issue.
Mobs larger than world.icon_size get bumped twice, instead of once. Mobs that are equal to world.icon_size only get bumped once. It doesn't seem to matter how big the mobs are, just as long as they're larger than world.icon_size then Bump() is called twice instead of once. I suspect this may be a bug but I figured I'd ask here first.
I threw together a quick demo to show off the problem in 493.1117, it can be downloaded here.
ID:154766
Dec 27 2011, 10:37 pm
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Dec 29 2011, 2:23 am
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Bump. Anyone have a clue as to why this would be happening?
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... Weird issue o.o... Never saw something like it... I think the one who figures out how to solve it is a genius, haha xD
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I only see it happening when the mob you're bumping into has its step_x and step_y vars set to zero and you're bumping into its bottom-left 32x32 area. It's probably some weird thing where its treating the collision as tile-based and pixel-based.
You can define your own proc and find ways to limit how often it gets called. For example: mob |
In response to Forum_account
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I kinda think it will work, but does it show the message if you bump it for a second time? I mean you bump it 1 time, you get 1 message, but if you bump it a second time, will you get a message? I think there should be added something like
//It's in the list now, since you bumped it and like |
In response to Forum_account
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Ah, that fixes it. Thank you.
Do you think this is a bug with BYOND though? The project in question I'm working on does not use pixel movement at all, instead using rigid tile-based movement (with animate_movement set to NO_STEPS and such). |
In response to LordAndrew
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LordAndrew wrote:
Ah, that fixes it. Thank you. I'd consider it a bug but I wouldn't be surprised if it turned out to be a misunderstood feature. |