I use the A7.06.1 Com and made a simple level 'player_test' to document 2 evil bugs in the template 6 scripts.

In the level I used the following colors:
- blue (level blocks like stairs, ramps, and so on)
- red (passable blocks)
- yellow (hollow blocks to test duck and crawl)
- yellowblack (map entity for lifts with the action Lift01_Basic)
- water (passable map entity with the action Forcefield01_Water to test swim)



The player_test.zip (3925 KB) contains the testlevel itself and the published version of it.


Bug 1: Sometimes the player sinks into the ground and has no chance to get out



You can try it out if you press C for duck and then crawl into the water map entity on the right.
Now the player swims.
When you get out of the water, he sinks in up to his knees in the ground.
If you do this repeatedly, the player sinks more deeply and more deeply.
You can try to jump, but the player has no chance to get out of the ground.

You can watch this bug in the player_test_bug_1.wmv (1264 KB).


Bug 2: If you activate 3rd player weapons and you press C for duck the player hovers

If you want to test this bug, you must activate the 3rd player weapons first:
WED - File - Project Manager - Customize - Biped Player Weapons (00) - 3rd Person Weapon Models
Use Weap Model? true



After you have build and run the level, please press C for duck.
The player does his duck animation, but he hovers in the air.
If you release the C button now, the player stays in the duck animation and hovers.



You can run upstairs and the player crawls upstairs.
If you move beyond the platform, the player remains hover in the air.



If you press E ode Q several times (to change the 3rd player weapon), the player falls away and sinks in up to the knees in the ground.
You can jump out of the ground, but if you press C for duck, you have the same problem again.


You can watch this bug in the player_test_bug_2.wmv (1260 KB).


When you have a look in the plBipedWeap00.wdl at line 1523 in the function PlBipedWeap00_Model_Update() you see "my.passable = on;".

It seems, that the player weapons are passable.
I nevertheless think, that there is a collision problem of the (first invisible) template weapon with the level or the player.

I suspect that there is a bug in the bipedPhy01.wdl, maybe in the function BipedPhy01_Scan() in line 354, I don't know.



I'm searching since days to find these bugs in the template 6 scripts, but I'm not able to fix it.

I know, you are busy in testing the new A7 templates based on Lite-C, but if this is the last version of the template 6 skripts based on C-Script, they should work correct.
Don't you think either?

Please, can Doug or anyone else help me?

Last edited by Tracker; 12/31/07 19:00.

3DGS A7.85 Com