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RazorTongue
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Post subject: Boats and 'impassable positions' Posted: Mon Apr 23, 2007 8:33 am |
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Joined: Mon Apr 23, 2007 8:18 am Posts: 26
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Hi. I've checked existing topics, but without an answer for my problem, so I will describe whole situation.
I have boat, with mobile(s) in the corner of the map(whole map is filled with water and few islands) and the another map also filled with water and few islands. When player sails to the edge of the world, I move the boat with MoveObjectToRealm() with multi refence, to the valid position on the other map(I check standing ground, etc.).
Sometimes function MoveObjectToRealm() returns mysterious "Position indicated is impassable" error - I'd like to know exactly when this kind of error is returned, since there is no static or other shit in the destination position. I've thought that maybe destination was to close to the map edge, but I've put an 22 tile offset from the map border.
Last edited by RazorTongue on Mon Apr 23, 2007 8:35 am, edited 1 time in total.
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CWO
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Post subject: Posted: Mon Apr 23, 2007 8:35 am |
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Joined: Sat Feb 04, 2006 5:49 pm Posts: 750 Location: Chicago, IL USA
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Try MoveObjectToLocation()
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RazorTongue
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Post subject: Posted: Mon Apr 23, 2007 8:37 am |
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Joined: Mon Apr 23, 2007 8:18 am Posts: 26
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CWO
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Post subject: Posted: Mon Apr 23, 2007 9:30 am |
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Joined: Sat Feb 04, 2006 5:49 pm Posts: 750 Location: Chicago, IL USA
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Yes. MoveObjectToRealm() was a placeholder until MoveObjectToLocation() was given the same function. It shows it in the documentation that MoveObjectToLocation() will also soon replace MoveObjectToRealm() along with of course MoveItemToLocation() and MoveCharacterToLocation().
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RazorTongue
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Post subject: Posted: Mon Apr 23, 2007 12:24 pm |
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Joined: Mon Apr 23, 2007 8:18 am Posts: 26
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Thanks for advice, but I receive the same error "Position indicated is impassable".
We've put water on the cave/GA/prison strip and we can sail there, but boat teleportation between maps fails(with above error message) in few places. My question is - in which situations object movement will fail with that messsage ? (With water everywhere[both maps] and constant offset from the border, I can sail along the border seeing that error, until I can get out from one of those erroneous areas)
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FreeSoul
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Post subject: Posted: Mon Apr 23, 2007 11:23 pm |
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Joined: Sat Feb 04, 2006 9:14 am Posts: 90 Location: Aman
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it will be good if someone will post some topic with all (i know impossible) error messages and explanation when, how, where, because of they are...
Hi razz long time no see... (last time on a boat drifting form one map to the second?)
_________________ Ash nazg durbatuluk, ash nazg gimbatul, ash nazg thrakatuluk agh burzum-ishi krimpatul
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CWO
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Post subject: Posted: Tue Apr 24, 2007 6:06 am |
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Joined: Sat Feb 04, 2006 5:49 pm Posts: 750 Location: Chicago, IL USA
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Well, each function has its error messages documented in the documentation and almost all of them are self explanatory.
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RazorTongue
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Post subject: Posted: Tue Apr 24, 2007 6:26 am |
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Joined: Mon Apr 23, 2007 8:18 am Posts: 26
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FreeSoul wrote: Hi razz Hi... CWO wrote: almost all of them are self explanatory.
I am trying to ask developers what makes 'static-less' sea IMPASSABLE, becouse I don't know WHAT should be fixed. I just can't find nothing unusual in our water tiles.
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MuadDib
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Post subject: Posted: Tue Apr 24, 2007 8:12 am |
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| POL Developer |
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Joined: Sun Feb 12, 2006 9:50 pm Posts: 836 Location: Indiana, USA
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Are these custom maps?
Is the land under that wat the right kind if the water is static?
Is that water the same Z level as the other water surrounding it?
How close to the edge of the map are you trying to use it?
_________________ POL Developer - The Penguin Scripter
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FreeSoul
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Post subject: Posted: Tue Apr 24, 2007 10:00 am |
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Joined: Sat Feb 04, 2006 9:14 am Posts: 90 Location: Aman
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yes
correct water
the same Z
20 tiles?
_________________ Ash nazg durbatuluk, ash nazg gimbatul, ash nazg thrakatuluk agh burzum-ishi krimpatul
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RazorTongue
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Post subject: Posted: Tue Apr 24, 2007 10:21 am |
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Joined: Mon Apr 23, 2007 8:18 am Posts: 26
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RazorTongue
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Post subject: Posted: Sat May 05, 2007 3:10 am |
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Joined: Mon Apr 23, 2007 8:18 am Posts: 26
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Any ideas? I can provide additional information, if you needed one...
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MuadDib
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Post subject: Posted: Sat May 05, 2007 4:33 am |
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| POL Developer |
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Joined: Sun Feb 12, 2006 9:50 pm Posts: 836 Location: Indiana, USA
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try going 10 tiles farther in for your world wrap and see if that affects it any
_________________ POL Developer - The Penguin Scripter
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