PerfectWorld 1 Posted January 27, 2019 Share Posted January 27, 2019 When attacking a character, he falls, but he is not thrown back. PROBLEM: Any solutions? Link to comment Share on other sites More sharing options...
Bot Metin2 Dev 4880 Posted January 27, 2019 Bot Share Posted January 27, 2019 Strong Body 1 Link to comment Share on other sites More sharing options...
OtherChoice 77 Posted January 28, 2019 Share Posted January 28, 2019 There's something wrong in client source in either m_PhysicsObject or __Push functions, if you changed anything about physics in gamelib project you probably messed up somewhere. Link to comment Share on other sites More sharing options...
PerfectWorld 1 Posted January 28, 2019 Author Share Posted January 28, 2019 Acum 4 ore, OtherChoice a spus: There's something wrong in client source in either m_PhysicsObject or __Push functions, if you changed anything about physics in gamelib project you probably messed up somewhere. i searched, but i don't find the problem Link to comment Share on other sites More sharing options...
PerfectWorld 1 Posted January 28, 2019 Author Share Posted January 28, 2019 https://www.youtube.com/watch?v=mDvabuSWRqI monsters can throw me, bu i can't throw mobs or players Link to comment Share on other sites More sharing options...
OtherChoice 77 Posted January 28, 2019 Share Posted January 28, 2019 Show me your ActorInstanceBattle.cpp i'll take a look too. However those has something worng probably void CActorInstance::__PushCircle(CActorInstance & rVictim) { const TPixelPosition& c_rkPPosAtk=NEW_GetAtkPixelPositionRef(); D3DXVECTOR3 v3SrcPos(c_rkPPosAtk.x, -c_rkPPosAtk.y, c_rkPPosAtk.z); const D3DXVECTOR3& c_rv3SrcPos = v3SrcPos; const D3DXVECTOR3& c_rv3DstPos = rVictim.GetPosition(); D3DXVECTOR3 v3Direction; v3Direction.x = c_rv3DstPos.x - c_rv3SrcPos.x; v3Direction.y = c_rv3DstPos.y - c_rv3SrcPos.y; v3Direction.z = 0.0f; D3DXVec3Normalize(&v3Direction, &v3Direction); rVictim.__SetFallingDirection(v3Direction.x, v3Direction.y); } void CActorInstance::__PushDirect(CActorInstance & rVictim) { D3DXVECTOR3 v3Direction; v3Direction.x = cosf(D3DXToRadian(m_fcurRotation + 270.0f)); v3Direction.y = sinf(D3DXToRadian(m_fcurRotation + 270.0f)); v3Direction.z = 0.0f; rVictim.__SetFallingDirection(v3Direction.x, v3Direction.y); } Check for null vectors and __SetFallingDirection function Link to comment Share on other sites More sharing options...
PerfectWorld 1 Posted January 28, 2019 Author Share Posted January 28, 2019 1 oră în urmă, OtherChoice a spus: Show me your ActorInstanceBattle.cpp i'll take a look too. However those has something worng probably void CActorInstance::__PushCircle(CActorInstance & rVictim) { const TPixelPosition& c_rkPPosAtk=NEW_GetAtkPixelPositionRef(); D3DXVECTOR3 v3SrcPos(c_rkPPosAtk.x, -c_rkPPosAtk.y, c_rkPPosAtk.z); const D3DXVECTOR3& c_rv3SrcPos = v3SrcPos; const D3DXVECTOR3& c_rv3DstPos = rVictim.GetPosition(); D3DXVECTOR3 v3Direction; v3Direction.x = c_rv3DstPos.x - c_rv3SrcPos.x; v3Direction.y = c_rv3DstPos.y - c_rv3SrcPos.y; v3Direction.z = 0.0f; D3DXVec3Normalize(&v3Direction, &v3Direction); rVictim.__SetFallingDirection(v3Direction.x, v3Direction.y); } void CActorInstance::__PushDirect(CActorInstance & rVictim) { D3DXVECTOR3 v3Direction; v3Direction.x = cosf(D3DXToRadian(m_fcurRotation + 270.0f)); v3Direction.y = sinf(D3DXToRadian(m_fcurRotation + 270.0f)); v3Direction.z = 0.0f; rVictim.__SetFallingDirection(v3Direction.x, v3Direction.y); } Check for null vectors and __SetFallingDirection function void CActorInstance::__PushCircle(CActorInstance & rVictim) { const TPixelPosition& c_rkPPosAtk=NEW_GetAtkPixelPositionRef(); D3DXVECTOR3 v3SrcPos(c_rkPPosAtk.x, -c_rkPPosAtk.y, c_rkPPosAtk.z); const D3DXVECTOR3& c_rv3SrcPos = v3SrcPos; const D3DXVECTOR3& c_rv3DstPos = rVictim.GetPosition(); D3DXVECTOR3 v3Direction; v3Direction.x = c_rv3DstPos.x - c_rv3SrcPos.x; v3Direction.y = c_rv3DstPos.y - c_rv3SrcPos.y; v3Direction.z = 0.0f; D3DXVec3Normalize(&v3Direction, &v3Direction); rVictim.__SetFallingDirection(v3Direction.x, v3Direction.y); } void CActorInstance::__PushDirect(CActorInstance & rVictim) { D3DXVECTOR3 v3Direction; v3Direction.x = cosf(D3DXToRadian(m_fcurRotation + 270.0f)); v3Direction.y = sinf(D3DXToRadian(m_fcurRotation + 270.0f)); v3Direction.z = 0.0f; rVictim.__SetFallingDirection(v3Direction.x, v3Direction.y); } void CActorInstance::__SetFallingDirection(float fx, float fy) { m_PhysicsObject.SetDirection(D3DXVECTOR3(fx, fy, 0.0f)); } It's like yours or other sources i compared. ActorInstanceBattle.cpp : https://pastebin.com/PLAgwq7F 1 Link to comment Share on other sites More sharing options...
PerfectWorld 1 Posted January 28, 2019 Author Share Posted January 28, 2019 Acum 40 minute, PerfectWorld a spus: void CActorInstance::__PushCircle(CActorInstance & rVictim) { const TPixelPosition& c_rkPPosAtk=NEW_GetAtkPixelPositionRef(); D3DXVECTOR3 v3SrcPos(c_rkPPosAtk.x, -c_rkPPosAtk.y, c_rkPPosAtk.z); const D3DXVECTOR3& c_rv3SrcPos = v3SrcPos; const D3DXVECTOR3& c_rv3DstPos = rVictim.GetPosition(); D3DXVECTOR3 v3Direction; v3Direction.x = c_rv3DstPos.x - c_rv3SrcPos.x; v3Direction.y = c_rv3DstPos.y - c_rv3SrcPos.y; v3Direction.z = 0.0f; D3DXVec3Normalize(&v3Direction, &v3Direction); rVictim.__SetFallingDirection(v3Direction.x, v3Direction.y); } void CActorInstance::__PushDirect(CActorInstance & rVictim) { D3DXVECTOR3 v3Direction; v3Direction.x = cosf(D3DXToRadian(m_fcurRotation + 270.0f)); v3Direction.y = sinf(D3DXToRadian(m_fcurRotation + 270.0f)); v3Direction.z = 0.0f; rVictim.__SetFallingDirection(v3Direction.x, v3Direction.y); } void CActorInstance::__SetFallingDirection(float fx, float fy) { m_PhysicsObject.SetDirection(D3DXVECTOR3(fx, fy, 0.0f)); } It's like yours or other sources i compared. ActorInstanceBattle.cpp : https://pastebin.com/PLAgwq7F The problem could be from the attack if the monsters can throw me Link to comment Share on other sites More sharing options...
PerfectWorld 1 Posted January 29, 2019 Author Share Posted January 29, 2019 Up Link to comment Share on other sites More sharing options...
PerfectWorld 1 Posted January 31, 2019 Author Share Posted January 31, 2019 UP Link to comment Share on other sites More sharing options...
Forum Moderator Gurgarath 2513 Posted January 31, 2019 Forum Moderator Share Posted January 31, 2019 (edited) Hello, I got it fixed somehow in 2015 when the bug was firstly reported to me. I remember it was serverside though. I reverted it back to the old pvp mode where the player was not ultimely falling. I might have to take a look again because it is in my old sources... Edited August 25, 2022 by Metin2 Dev Core X - External 2 Internal Gurgarath coming soon Link to comment Share on other sites More sharing options...
PerfectWorld 1 Posted January 31, 2019 Author Share Posted January 31, 2019 (edited) Acum 2 ore, Gurgarath a spus: Hello, I got it fixed somehow in 2015 when the bug was firstly reported to me. I remember it was serverside though. I reverted it back to the old pvp mode where the player was not ultimely falling. I might have to take a look again because it is in my old sources... Please look, i really need this fix, thx Edited August 25, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
PerfectWorld 1 Posted February 2, 2019 Author Share Posted February 2, 2019 Up Link to comment Share on other sites More sharing options...
Premium WeedHex 635 Posted February 2, 2019 Premium Share Posted February 2, 2019 SYNC BUG Link to comment Share on other sites More sharing options...
PerfectWorld 1 Posted February 2, 2019 Author Share Posted February 2, 2019 up! Link to comment Share on other sites More sharing options...
PerfectWorld 1 Posted February 3, 2019 Author Share Posted February 3, 2019 up Link to comment Share on other sites More sharing options...
PerfectWorld 1 Posted February 4, 2019 Author Share Posted February 4, 2019 UP! Link to comment Share on other sites More sharing options...
Solution PerfectWorld 1 Posted February 4, 2019 Author Solution Share Posted February 4, 2019 Problem solved! char_battle.cpp - >> pkVictim->SetSyncOwner Link to comment Share on other sites More sharing options...
PerfectWorld 1 Posted February 4, 2019 Author Share Posted February 4, 2019 T/C Link to comment Share on other sites More sharing options...
Aerrow 41 Posted June 8, 2020 Share Posted June 8, 2020 Any update on this topic? Link to comment Share on other sites More sharing options...
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