With that, you cant walk on lava.
This involve modify the isWalkable() check in Player.class, the same you should modify for No-clip.
This method is _-cJ !
Make sure the beginning of this method looks like this
Code:trait method QName(PackageNamespace("", "#0"), "_-cJ") method refid "com.company.assembleegameclient.objects:Player/_-cJ" param QName(PackageNamespace("", "#0"), "Number") param QName(PackageNamespace("", "#0"), "Number") returns QName(PackageNamespace("", "#0"), "Boolean") body maxstack 6 localcount 8 initscopedepth 7 maxscopedepth 8 code pushfalse pushtrue setlocal 6 setlocal 7 getlocal0 pushscope getlex QName(PackageNamespace("", "#0"), "map_") getlocal1 getlocal2 callproperty QName(PackageNamespace("", "#0"), "getSquare"), 2 coerce QName(PackageNamespace("com.company.assembleegameclient.map"), "Square") setlocal3 ;------------------------- ; NOWALK ON LAVA ;------------------------- ;First we need to make sure the Square name contains Lava getlocal3 getproperty QName(PackageNamespace("", "#0"), "props_") getproperty QName(PackageNamespace("", "#0"), "id_") pushstring "Lava" callproperty QName(Namespace("https://adobe.com/AS3/2006/builtin"), "search"), 1 pushint -1 ifeq SKIPNOWALK ;Now, we must test if the Square has an object on him. ;If obj_ is not null, it means there is a "bridge on the lava" ;In this case we DONT HAVE TO FORCE NOWALK since we can cross using the bridge ;If its another object than "Partial Red floor" we should be blocked. getlocal3 getproperty QName(PackageNamespace("", "#0"), "obj_") pushnull ifne SKIPNOWALK pushfalse ; set the square NonWalkable returnvalue ; trace obj, only for debug ;findpropstrict QName(PackageNamespace("", "#0"), "trace") ;getlocal3 ;getproperty QName(PackageNamespace("", "#0"), "obj_") ;callpropvoid QName(PackageNamespace("", "#0"), "trace"), 1 ;Let the game do NOWALK checks SKIPNOWALK:
Due to a recent DMCA takedown attempt we had to remove Faintmako brain. Please do not paid attention to what he say or do.
Nice work jNoob.
Be careful, stray too far from the pack and you'll get lost.
OMG sweat dude i been waiting for this. thanks so much i love you. and when u mean no clip will it be like Sprite world no clip?
Thank you, trying it right now =)
I think you might want to add a toggle to that..
Yeah, basically the toggle is my "togglable noclip" i coded right in the beginning of the method . I didnt put it here but its easy..
Just return always true if mouse if checked.
If not, let the original code set the square to Local3.. then check local3 for lava and obj_ like i said.
Due to a recent DMCA takedown attempt we had to remove Faintmako brain. Please do not paid attention to what he say or do.
Good job, testing it now.
Nice release. Does this work with noclip? Because when I add this noclip doesn't work anywhere besides nexus.
is it an insert/replace ... then what is the next line ?
L10 : setlocal 7 ?
or further in hte code ?
9
im having a hard time locating the lines to enter these codes please help.please.
[code]
;-------------------------
; NOWALK ON LAVA
;-------------------------
;First we need to make sure the Square name contains Lava
getlocal3
getproperty QName(PackageNamespace("", "#0"), "props_")
getproperty QName(PackageNamespace("", "#0"), "id_")
pushstring "Lava"
callproperty QName(Namespace("https://adobe.com/AS3/2006/builtin"), "search"), 1
pushint -1
ifeq SKIPNOWALK
;Now, we must test if the Square has an object on him.
;If obj_ is not null, it means there is a "bridge on the lava"
;In this case we DONT HAVE TO FORCE NOWALK since we can cross using the bridge
;If its another object than "Partial Red floor" we should be blocked.
getlocal3
getproperty QName(PackageNamespace("", "#0"), "obj_")
pushnull
ifne SKIPNOWALK
pushfalse ; set the square NonWalkable
returnvalue
; trace obj, only for debug
;findpropstrict QName(PackageNamespace("", "#0"), "trace")
;getlocal3
;getproperty QName(PackageNamespace("", "#0"), "obj_")
;callpropvoid QName(PackageNamespace("", "#0"), "trace"), 1
;Let the game do NOWALK checks
SKIPNOWALK: [\code]
Last edited by iwantyourkandy; 06-19-2013 at 03:34 PM.
same as above,
what are the next orignal line following the rest of your code ?
I inserted this before the first L10 jump spot, but it disconnect me.
This would be awesome for running abyss', but I can't seem to find out where to put that code, any help?
Does this work with the lava in arenas?