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Solved [TFS 1.2], [TFS 0.4], [OTHire] Monster cast beam and wave through wall (Critical bug)

LuisPro

World War <3
Joined
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Screens from OTHire:

If monster stay 1 sqm from wall and monster cast beam or wave, everything is right, here screen:
lWD6Mqg.png



But when monster is in front to wall (anything, any wall, magic wall, or closed doors) and he is blocked by player, monster cast beam and wave through wall!
leLPiCw.png


xj7iXWA.png


Screens from TFS 1.2:

63nsVoh.png


Al3TYJo.png


Screens from TFS 0.4:

Ymc2iiv.png


RwiUCcm.png


If monster is full traped for example by walls or magic walls (also in front to any wall) and have no blocker, monster are not cast spells through wall.

Issue exist in every distro! included:
TFS 1.2
https://github.com/otland/forgottenserver/issues/1690
OTHire
https://github.com/TwistedScorpio/OTHire/issues/53
TFS 0.4
etc...

Any help are welcome.
Greetings.
 
Last edited:

OMG GIVE THIS GUY A FUCKING MEDAL!!!!!!!
thanks bro, i love you!!!

im using OTHire so here is fix for this distro:

in combat.cpp under:
Code:
bool AreaCombat::getList(const Position& centerPos, const Position& targetPos, std::list<Tile*>& list) const
{
    Tile* tile = g_game.getTile(targetPos.x, targetPos.y, targetPos.z);
add this:
Code:
    if (tile->hasProperty(BLOCKSOLID)) {
        return false;
    }


SOLVED BITCHES!!!
 
I tested my stock OTHire 0.0.2 and it doesn't have this bug.. weird!

I complied a new version anyways just in case I notice it later though.
 

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