Quote: "Entity - Bunny Character's Feet in Ground #110 - issue now fixed - down to FPE(s) (also raised by Teabone). "
You didn´t fixed it. You just removed a feature.
My try to fix it in my personal build is:
in M-Lua in the method "lua_loop_allentities"
Go to this part:
LuaSetFunction ( "UpdateEntityRT",21,0 );
LuaPushInt ( t.e );
LuaPushInt ( t.tobj );
if ( t.game.runasmultiplayer == 0 || g.mp.endplay == 0 )
{
// if character, update entity coordinates from visible object
int tentid = t.entityelement[t.e].bankindex;
if ( tentid > 0 )
{
if ( t.entityprofile[tentid].ischaracter == 1 )
{
//t.entityelement[t.e].x = ObjectPositionX ( t.entityelement[t.e].obj );
t.entityelement[t.e].y = ObjectPositionY ( t.entityelement[t.e].obj );
//t.entityelement[t.e].z = ObjectPositionZ ( t.entityelement[t.e].obj );
}
}
LuaPushFloat ( t.entityelement[t.e].x );
LuaPushFloat ( t.entityelement[t.e].y );
LuaPushFloat ( t.entityelement[t.e].z );
}
and add
PositionObject(t.entityelement[t.e].obj, t.entityelement[t.e].x, t.entityelement[t.e].y, t.entityelement[t.e].z);
in front of the
t.entityelement[t.e].y = ObjectPositionY ( t.entityelement[t.e].obj );
so it looks like this:
LuaSetFunction ( "UpdateEntityRT",21,0 );
LuaPushInt ( t.e );
LuaPushInt ( t.tobj );
if ( t.game.runasmultiplayer == 0 || g.mp.endplay == 0 )
{
// if character, update entity coordinates from visible object
int tentid = t.entityelement[t.e].bankindex;
if ( tentid > 0 )
{
if ( t.entityprofile[tentid].ischaracter == 1 )
{
PositionObject(t.entityelement[t.e].obj, t.entityelement[t.e].x, t.entityelement[t.e].y, t.entityelement[t.e].z);
//t.entityelement[t.e].x = ObjectPositionX ( t.entityelement[t.e].obj );
t.entityelement[t.e].y = ObjectPositionY ( t.entityelement[t.e].obj );
//t.entityelement[t.e].z = ObjectPositionZ ( t.entityelement[t.e].obj );
}
}
LuaPushFloat ( t.entityelement[t.e].x );
LuaPushFloat ( t.entityelement[t.e].y );
LuaPushFloat ( t.entityelement[t.e].z );
}
It is still not perfect, but at least it fixed the bug instead of removing it.
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