The pirate monkeys appear and keep away from my boat after i use a hostile flare.
And it seems a kind man optimized the code but inadvertently introduced a bug
Solution:
function Boatcrew:GetHeadingNormal() local pt = nil local boatpt = self.inst:GetPosition() if self.target then if self.status == "retreat" and self:areAllCrewOnBoat() then local x, _, z = self.target.Transform:GetWorldPosition() local heading = self.inst:GetAngleToPoint(x, 0, z) * DEGREES pt = boatpt + Vector3(math.cos(heading), 0, -math.sin(heading)) pt.y = 0 else pt = self.target:GetPosition() if self.target.components.boatphysics then local scaler = Remap(distsq(pt.x, pt.z, boatpt.x, boatpt.z), 0, 100, 0, 1) pt.x = pt.x + (self.target.components.boatphysics.velocity_x * scaler) pt.z = pt.z + (self.target.components.boatphysics.velocity_z * scaler) end end elseif self.heading then local heading = self.heading * DEGREES pt = boatpt + Vector3(math.cos(heading), 0, -math.sin(heading)) pt.y = 0 end return (pt ~= nil and VecUtil_Normalize(pt.x - boatpt.x, pt.z - boatpt.z)) or nil --- only get one return value in this way XD -- --- HERE'S THE FIX ----- -- if pt ~= nil then -- return VecUtil_Normalize(pt.x - boatpt.x, pt.z - boatpt.z) -- end end
Steps to Reproduce
As Above
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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