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Old 22/05/2011, 09:03 AM   #101
leong124
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Default Re: Complete scripting bugs list (0.3 updated)

GetVehicleHealth - It returns 1000.0(or its last health value when a player is in car) in OnVehicleDeath when I push a RC Goblin to flip over and explode.

OnVehicleDeath - Vortex entering the water will still call OnVehicleDeath, though it actually can float on the water and drive. It also doesn't be called when I tried to flip an Infernus to explode(I entered it and I exit the car to flip it). Sometimes the RC Goblin(in the above case) does respawn while sometimes it doesn't. The Infernus doesn't respawn at all.
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Old 22/05/2011, 10:49 AM   #102
Patrik356b
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Default Re: Complete scripting bugs list (0.3 updated)

Quote:
Originally Posted by leong124 View Post
OnVehicleDeath - Vortex entering the water will still call OnVehicleDeath, though it actually can float on the water and drive.
Does OnVehicleDeath gets called when you land a leviathan/sea-sparrow on water ? (They both float)
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Old 22/05/2011, 01:54 PM   #103
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Default Re: Complete scripting bugs list (0.3 updated)

The "textdraw bugs" aren't bugs, atleast I don't think so, several of my scripts rely on that affect
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Old 23/05/2011, 08:28 AM   #104
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Default Re: Complete scripting bugs list (0.3 updated)

Quote:
Originally Posted by Patrik356b View Post
Does OnVehicleDeath gets called when you land a leviathan/sea-sparrow on water ? (They both float)
Leviathan: Yes when it enters the water and floats up again, no if it doesn't.
Seasparrow: No if you carefully touch the water, yes if it falls into water and float again.
Vortex: Same as Seasparrow.

Vortex and Seasparrow calls OnVehicleDeath only when I exit them and wait for a while.
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Old 24/05/2011, 08:38 PM   #105
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Default Re: Complete scripting bugs list (0.3c updated)

I've updated the list. Let me know if I have missed anything and I will add it to the list.
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Old 12/06/2011, 04:22 AM   #106
leong124
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Default Re: Complete scripting bugs list (0.3 updated)

SetVehicleToRespawn - OnVehicleSpawn seems to be called before respawning the vehicle, which will cause vehicle lock,alarm,etc. problems. I set the vehicles' parameters in OnVehicleSpawn so that they should be correctly set after they are respawned. With this bug I can't set it, because it is reset to -1.

EDIT:
OnVehicleDeath - Sometimes will not call when I try to flip a vehicle by sawn-off shotgun to make it explode. This could cause problems on player vehicle systems, since the variables cannot be reset in the callback.
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Last edited by leong124; 27/06/2011 at 04:54 AM.
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Old 21/06/2011, 08:19 PM   #107
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Default Re: Complete scripting bugs list (0.3 updated)

OnPlayerUpdate() - Doesn't detect changes/spawned weapons inside a vehicle.

Last edited by shitbird; 21/06/2011 at 09:03 PM.
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Old 22/06/2011, 10:39 AM   #108
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Default Re: Complete scripting bugs list (0.3 updated)

OnPlayerSpawn() If you Do SetCameraBehindPlayer; Doesn't Work
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Old 22/06/2011, 12:55 PM   #109
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Default Re: Complete scripting bugs list (0.3 updated)

Quote:
Originally Posted by Robert_Crawford View Post
OnPlayerSpawn() If you Do SetCameraBehindPlayer; Doesn't Work
Works for me.
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Old 26/06/2011, 09:03 AM   #110
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Default Re: Complete scripting bugs list (0.3 updated)

Quote:
Originally Posted by shitbird View Post
OnPlayerUpdate() - Doesn't detect changes/spawned weapons inside a vehicle.
It's the problem of GetPlayerWeapon,GetPlayerAmmo,etc..

PlayerSpectatePlayer/PlayerSpectateVehicle - when the spectate mode is turned on with this two functions in vehicles, sometimes 2 extra OnPlayerStateChange will be called.

For example:
Code:
[CMD]/spectate 0 //0 is the target ID
OnPlayerStateChange called(driver->spectating) when TogglePlayerSpectating is called
OnPlayerStateChange called(spectating->driver) after the command is finished //This is the problem
OnPlayerStateChange called(driver->spectating)
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