SVO warps acting up

5 replies [Last post]
Posts: 1030

The warps are REALLY weird. I was trying some different things to see what was wrong.

Here's what I found:

1. Setting a warp destination to a position where a wall is => it'll place you next to the wall
2. Set a warp destination to Ness' house (id 101) on map 9 (a test map) with the EXACT same x&y as the warp entity on map 100 (onett)
2.a Walk on the tele entity on map 9 = it works
2.b walk on the tele entity on map 100 = it warps you to some default respawn map

Really no idea why it works when coming from map 9 and it doesn't when coming from map 100..

Any ideas?

Posts: 1691

Are the logs telling you anything useful? I would assume it would show a warning if it had to warp someone back to a default spawn location. Find out the path the code is taking, then it will be easier to find out why it is taking that path.

Posts: 1030

Nope no warning related to that in the logs, however the server prints this line in the log form:

Character `Skye [8; User]` is persistent, so they are being set back to their respawn position.

DemoGame.Server.Character ==> HandleNoLegalPositionFound

No legal position, how is this possible when going from map 9 to the exact same spot the server does find a legal position. As well as my test with warping to a position where a wall is set which just places the character next to the wall entity.

Map 101 has plenty of room to place a character by the way.

Posts: 1691

Well put a break in the code and make double-check the map and position they are warping to, along with the size of the entity.

Posts: 1030

Well, this says enough:

Darkfrost wrote:

*It warped to the destination map, at your current position, then set your position
*so if your position on the current map was bigger than the new map
*you'd get booted @ invalid warp

't Was a Netgore bug by the way.

Posts: 263

Mmm, fixed it and committed it Tongue