daft punk 777 wrote:i know one more bug - if you set AI to your team (for example alpha) and then he will try to pick up weapon wich team is alpha too he cant, but if player is alpha , AI is beta - he can pick up beta weapons. Strange thing with allies...
nightmar wrote:daft punk 777 wrote:i know one more bug - if you set AI to your team (for example alpha) and then he will try to pick up weapon wich team is alpha too he cant, but if player is alpha , AI is beta - he can pick up beta weapons. Strange thing with allies...
The mods are aware of this bug yet they do not seem interested in fixing it.
Nyove wrote:Here are some ALE bugs (some minor, some major.)
Trigger action
Move Region A to Region B (centres will be located at the same point)
- does not actually move region B to the center of region A.
- Instead, the top-left of region B will be place to the bottom-right hand corner of region A. (If both region has same size, otherwise can't really predict results, need more testing.)
For me all OK
Trigger action
Move Region 'B' relative to current position along 'Y'
- Typo, not really a bug
- Should be Region 'A' relative to current position along Y indicated by 'B'
Not a bug?Ok.Never saw that trigger option.
Trigger action
Move region 'A' to cursor of player 'B'
- does not work on multiplayer. The region simply doesn't move. It works perfectly on Singleplayer.
- Move region 'A' to cursor of player-initiator's cursor works perfectly tho.
Its move,just make timer and trigger that moving region to cursor of player,then add parameter that activates timer that activates trigger(recommended set 0.01 as delay)
A range of hex color doesn't seem to work on placeholder text decorations and backgrounds.
For example : #85B5FF. (Maybe its not a bug but PB2 allows only a limited amount of hex colors, therefore only accounting hex colors with significant change)
Bruh,in background parameters you can change it and all will be OK.And about text,yes it dont will be colored.
Changing of game scale results in certain blocks not being displayed correctly (slightly shifted out of place).
I think everybody knows this by now.
Dont scale game then.
Trigger action
Move Character 'A' to Region 'B'
- doesn't really work when a player is holding on to a ledge.
- The player will first move to the region, but as the player is still holding on to the ledge, the player is immediately pulled back to its original position.
- there's a bypass / workarounds to this but I don't think this effect is intended.
No,i tested.Everything OK.
Trigger action
Execute trigger 'A'
- doesn't execute in order (unless there's a IF trigger action on top (kinda weird))
Tested:Working.
Nyove wrote:Trigger action
Execute trigger 'A'
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Trigger actions don't execute in order. Workaround is to use timers with delay of 0 for trigger actions that needs to be executed in a certain sequence.
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Severity: LOW
Nyove wrote:Set Gun 'A' length to value 'B'
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Does nothing without any error message in SP and MP.
Nyove wrote:1) Change character "A" skin to "B".
In my opinion, this is not a bug. This is because players are supposed to have their DM skins in DM matches.
Nyove wrote:Furthermore, you can actually change the skin of the player in DM if you used a infinite timer with 0 delay, constantly changing the skin of the character.
Nyove wrote:2) Bind trigger "A" execution to key "B" press event.
This trigger action is purely client-sided.
Nyove wrote:Therefore, you should be testing for current player instead of player initiator.
xElijah wrote:Yes, players have their DM skin in DM gamemode. Understandable. But the question is why can't they have a custom one in a custom non-approved map if this is what map maker wants? What's the point of limiting the possibilities of map developers when they can actually make something entertaining with usage of custom skins that people would actually enjoy playing?
xElijah wrote:PB2 engine is not strong enough to handle today's maps. Many factors create unnecessary lag. Why should we use workarounds to solve the issue when it could be solved on a game code level with least affection to the game frame rate?
xElijah wrote:Maybe there is a way to make it non-client-sided then? It would make things easier.
xElijah wrote:What do you mean?
Nyove wrote:This took me about an hour and a half to write.
Nyove wrote:Proof of concepts:
https://www.plazmaburst2.com/?s=9&a=&m= ... &id=971751
This is a parallax map, which works in MP. There are a lot of variable trigger actions and calculations with 0 delay and an infinite call timer, but the map never lags.
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https://www.plazmaburst2.com/?s=9&a=&m= ... &id=920829
This map has so many logic, it lags on the ALE itself. it has countless infinite timers running at 0 delay, but ingame it runs very smoothly. (of course I also attempted to optimise trigger actions as much as possible, keeping object count low.)
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Nyove wrote:You would also not want to distract him from developing PB2.5, do you? :P
Nyove wrote:For your keybind tutorial, the map source for your reference will be:
https://www.plazmaburst2.com/level_edit ... e-bind&a=#
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