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[SOLVED] LiquidArea Problem
Mudbill Offline
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Posts: 3,881
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#8
RE: LiquidArea Problem

Ok, I set up a minimap level to reproduce the issue and I found out what's going on.

There seems to be an event triggered when you first ENTER a liquid area which enables the splashing, then another when you LEAVE which disables it.

If you teleport the area away from the player after they have entered it, the LEAVE callback isn't triggered. This means that anywhere you walk will cause splash effects until you enter the area's new location and then leave it again. That's when the LEAVE callback is finally triggered and all the positions seem to be up to date afterwards.

This means you'll have to find a way to work around this issue.

Edit: Setting it inactive has the same effect except it won't trigger the ENTER callback anymore, so you can't reset the state using the inactive area.

Edit 2: Maybe you can avoid the issue by not disabling or teleporting the area until you know the player has already left it. So let the player cause the LEAVE callback, then change the areas. Perhaps using a collide callback script area that hovers in the middle of the ladder across the entire room (make it very thin, but not 0).

(This post was last modified: 06-27-2018, 03:56 PM by Mudbill.)
06-27-2018, 03:42 PM
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Messages In This Thread
[SOLVED] LiquidArea Problem - by theyhunger - 06-23-2018, 05:12 PM
RE: LiquidArea Problem - by Mudbill - 06-23-2018, 11:12 PM
RE: LiquidArea Problem - by theyhunger - 06-24-2018, 11:13 AM
RE: LiquidArea Problem - by Mudbill - 06-25-2018, 03:46 PM
RE: LiquidArea Problem - by theyhunger - 06-25-2018, 08:17 PM
RE: LiquidArea Problem - by Mudbill - 06-27-2018, 03:35 AM
RE: LiquidArea Problem - by theyhunger - 06-27-2018, 08:48 AM
RE: LiquidArea Problem - by Mudbill - 06-27-2018, 03:42 PM
RE: LiquidArea Problem - by theyhunger - 06-28-2018, 08:35 PM



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