Author Topic: Community Patch 1.70 final release  (Read 2020 times)

Legacy_jmlzemaggo

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Community Patch 1.70 final release
« Reply #75 on: December 21, 2011, 07:05:54 am »


               

Fester Pot wrote...

Update: Regarding the Wail of the Banshee spell not being properly cast on the placeable, after some testing with ShaDoOoW, it's been resolved that 1.70 is not the culprit, but possibly a wild spells.2da in the override directory.

Thanks for looking into this and resolving the issue so quickly.

FP!

That's the way I like these forums. 
All for the better, and honnesty. 
               
               

               
            

Legacy_Shadooow

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Community Patch 1.70 final release
« Reply #76 on: December 21, 2011, 01:34:23 pm »


               

WhiZard wrote...

ShaDoOoW wrote...
Argumenting that a script could do that is insignificant because casting spells via script action ignores both Range and (yours knowhow that Im not very incluned it is correct) TargetType so this is still possible even in 1.70.


I remember it being the other way around.  Target type is not ignored, causing spells not to activate their scripts, while range is ignored allowing spells to target objects farther away.

And you remember wrong, it actually not make sense, if spells cast via action would ignore Range how would user have to use them? Always in conjuction with move action? Nah. I just tried it to be extra sure and here is my research:
unless bInstantSpell is TRUE, spell range defined in 2DA is used by engine, so if creature is too far she will come nearest before casting a spell, with instant spell spell is cast on target instantly so creature doesn't move as long as the target is in vision range. TargetType defined in 2DA is always ignored by ActionCastSpell command. That makes your assumptiom false in all ways. (EDIT: to be absolutely precise, spell in action queve via ActionCastSpell seems to ignore spell Range, that however looks like bug.)

I would really appreciated if peoples would stop assuming and rather actually tried it and proof it. I don't say there aren't issues. But so far I only saw ignorance on the user's end, either assumed something and didn't bothered to install patch or even read a change from documentation (which doesn't explain what was the issue only how I changed/fixed it) and since not knowing anything was broken there, assuming it is wrong.

BTW seems that more and more peoples doesn't understand my documentation. This is definitely wrong on my end but I did my best and I can't do better. Particulary quoting myself is really lame ':blink:' and I am aware of that but I haven't found a better way to write what I want to. If there is anyone willing to make it more understandable or detailed (explain what was broken before - I choose not to as neither oficial patches did that) I will be happy to include it in the Patch's entry.
               
               

               


                     Modifié par ShaDoOoW, 21 décembre 2011 - 01:50 .
                     
                  


            

Legacy_WhiZard

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Community Patch 1.70 final release
« Reply #77 on: December 21, 2011, 08:26:16 pm »


               

ShaDoOoW wrote...

WhiZard wrote...

ShaDoOoW wrote...
Argumenting that a script could do that is insignificant because casting spells via script action ignores both Range and (yours knowhow that Im not very incluned it is correct) TargetType so this is still possible even in 1.70.


I remember it being the other way around.  Target type is not ignored, causing spells not to activate their scripts, while range is ignored allowing spells to target objects farther away.

And you remember wrong

Actually I remember mostly correctly, the script fires but without a target (ObjectToString() returns the value of the true invalid object).  So SoV won't work when used as ActionCastSpellAtLocation().

, it actually not make sense, if spells cast via action would ignore Range how would user have to use them?

This is intentional especially for placeable casting (and of course is used with on-hit spells).

Nah. I just tried it to be extra sure and here is my research:
unless bInstantSpell is TRUE, spell range defined in 2DA is used by engine, so if creature is too far she will come nearest before casting a spell,with instant spell spell is cast on target instantly so creature doesn't move as long as the target is in vision range.

A three by three array of casting would naturally be using an instant spell.

TargetType defined in 2DA is always ignored by ActionCastSpell command. That makes your assumptiom false in all ways. (EDIT: to be absolutely precise, spell in action queve via ActionCastSpell seems to ignore spell Range, that however looks like bug.)

If you had noticed in your playtesting you would have seen a yellow message pop up saying "Failure Invalid Target"

I would really appreciated if peoples would stop assuming and rather actually tried it and proof it. I don't say there aren't issues.

If you want to create a baseline you will need to understand the limitations of CC with regard to its affects on scripting/CC.  Saying "it doesn't break anything" needs to be qualified.
               
               

               
            

Legacy_Shadooow

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Community Patch 1.70 final release
« Reply #78 on: December 21, 2011, 08:57:52 pm »


               

WhiZard wrote...

I would really appreciated if peoples would stop assuming and rather actually tried it and proof it. I don't say there aren't issues.

If you want to create a baseline you will need to understand the limitations of CC with regard to its affects on scripting/CC.  Saying "it doesn't break anything" needs to be qualified.

Yes but not by me. Im tired of re-checking all these asumptions made by you, when Patch might mess something because all turned to be wrong.

Please install the Patch, create a module (and don't forget to add patch170.hak into this module as these changes are in HAK version) and proof that this issue exists because nothing what you said in your previous post seems to be true. I tried it, everything worked as I wroted both with ActionCastSpellToObject and ActionCastSpellAtLocation, no issue happened.

Until then don't post unfounded assumptions please.':sick:'
               
               

               


                     Modifié par ShaDoOoW, 21 décembre 2011 - 09:00 .