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Tile_Type_Warp Issue - Printable Version +- Mirage Source (https://mirage-engine.uk/forums) +-- Forum: Mirage Source (Nostalgia) (https://mirage-engine.uk/forums/forumdisplay.php?fid=61) +--- Forum: Archive (2006-2011) (https://mirage-engine.uk/forums/forumdisplay.php?fid=18) +---- Forum: Source Code Development (https://mirage-engine.uk/forums/forumdisplay.php?fid=51) +----- Forum: Mirage Source 4 (Visual Basic 6) (https://mirage-engine.uk/forums/forumdisplay.php?fid=44) +------ Forum: Bugs Reports (https://mirage-engine.uk/forums/forumdisplay.php?fid=9) +------ Thread: Tile_Type_Warp Issue (/showthread.php?tid=2604) |
Tile_Type_Warp Issue - Matt - 06-03-2009 Client side, find this in CheckMovement: Code: If Player(MyIndex).XOffset > 0 Then Replace that with this: Code: If Map.Tile(GetPlayerX(MyIndex), GetPlayerY(MyIndex)).Type = TILE_TYPE_WARP Then Re: Tile_Type_Warp Issue - Matt - 15-04-2009 DFA Wrote:we would like it so u warped after u walked to the tile, instead of right when u press the button... Yes, but there's a problem with the method you had. You wouldn't warp to the right spot. You'd end up out of sync with the server and when you used the warp tile, you would see the old map with the new map's tile set. |