GalacticGlum Posted October 12, 2015 Author Share Posted October 12, 2015 Hey guys! I was using Skywyre Primitive Edition and noticed that sometimes you get a RTE9 when going into another map (usually a map that is smaller than your current one).Here's the fix for this bug. Thanks @BeNjO for helping me figure out this issue!Client Side ONLY!Go to your **CheckDirection** function and under```' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler CheckDirection = False```Add this```' check directional blocking If GetPlayerX(MyIndex) > Map.MaxX Then Exit Function If GetPlayerY(MyIndex) > Map.MaxY Then Exit Function```That's it! It's fixed.Your welcome :) Link to comment Share on other sites More sharing options...
Growlith1223 Posted October 13, 2015 Share Posted October 13, 2015 You could always make the x and y = the positions relative to where you went to lol but other than that, nice job on fixing this! Link to comment Share on other sites More sharing options...
Exception Posted October 13, 2015 Share Posted October 13, 2015 What I want to know, is what's causing players to go out of bounds from maps anyway. Is movement _really_ that poorly handled?For good measure, you should probably do a check if Player X/Y is less than 0 and exit out of that case, too.EDIT: With that said, well, I don't recall this particular bug ever occurring with EO 2/3 (the nature of it would make it happen when walking right/bottom bounds of a map, which is something that definitely would have been picked up within 5 years). Could this possibly just be a chance with Skywyre + co? Link to comment Share on other sites More sharing options...
Growlith1223 Posted October 13, 2015 Share Posted October 13, 2015 when moving to maps that are "connected" if one map was bigger and you moved from the bigger one to the smaller one, it would crash trying to put you at a spot that doesn't exist, hence RTE 9 Link to comment Share on other sites More sharing options...
Exception Posted October 13, 2015 Share Posted October 13, 2015 But the position should have been changed before even reaching that procedure.Well. That's how it SHOULD be, it clearly isn't the case. Link to comment Share on other sites More sharing options...
Genusis Posted October 13, 2015 Share Posted October 13, 2015 honestly you shouldn't have a bigger and then a smaller map to begin with unless it was to teleport you onto a smaller lets say house map. There shouldn't be a fix for movement but rather a restriction forcing maps that link to be the same size. If you wanted to do seamless mapping dynamic maps wouldn't work correctly with this. It was always a stupid and wasteful concept. Link to comment Share on other sites More sharing options...
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