This new Wes buff looks great!
All jokes aside, clients can steer boats on a whim, after properly doing it once:
- This is because SteeringWheelUser:SetSteeringWheel(nil) does not clean up self.boat
- I enabled the experimental boat rotation for this demonstration, but it works in vanilla regardless
Simple fix to this is to get rid of self.boat when using SetSteeringWheel(nil) (as it should be!)
Quoteif steering_wheel ~= nil then
self.inst:StartUpdatingComponent(self)
self.inst:AddTag("steeringboat")self.inst.Physics:Teleport(steering_wheel.Transform:GetWorldPosition())
self.inst:ListenForEvent("onremove", self.wheel_remove_callback, steering_wheel)
steering_wheel.components.steeringwheel:StartSteering(self.inst)
self.inst:ListenForEvent("stopturning", self.onstopturning, self.boat)
self.inst:ListenForEvent("onremove", self.onboatremoved, self.boat)
else
if self.boat ~= nil then
local dir_x, dir_z = self.boat.components.boatphysics:GetRudderDirection()
self.boat.components.boatphysics:SetTargetRudderDirection(dir_x, dir_z)
self.boat = nil
end
end
end
- Stop steering
- SendRPCToServer(RPC.SteerBoat, UnitRand(), UnitRand())
- 1
- 2
- 1
A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.
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