zizheng2019
New Member
- Oct 23, 2025
- 10
- 22
- 3
Thank you so much for your reply, and I apologize for only just noticing it now. For the past couple of days, I've been completely focused on developing my converter tool. Even though not many people might need it, since I started, I really want to see it through to completion.I'm not entirely sure if that is the problem, but you have to set the area a few centimeters into the ground. Like -0.01 or -0.02.
The important point for the collision detection is on the ground and it might be that, because of the physics, the player slips slightly under the ground.
Will be fixed in the next version.
I also read your comment about SetAction, but I have yet to look into it. Partially that is expected and I didn't really pay it much attention. I'm only using the game function that was obvious and if some things didn't work then so be it. But I'll try to make it better.
The issue with the cuboid area does seem to be my fault. I've never actually written a V1 JSON mission; I just became really interested after seeing your V2 mod and dove straight into studying it. Because of this, I lack a lot of experience in certain areas, which led me to mistakenly believe the cuboid areas were unstable.
I think I understand the issue with SetAction. It's not a big deal, really. I'll just make sure to only call it where it's known to work, haha...
Regarding the issue where areas don't truly hide—I'm so happy to hear you'll be fixing it in the next version! It's been troubling me for a long time. While making my converter, I had to set the Alpha value of the area or zone to achieve a hiding effect. But even then, when the player first loads into the apartment, the circles still show up (even with the color set). I even tried refreshing it every frame, but that didn't seem to work. What I mean is, in a complex V1 mission I was testing, the original author had placed many hidden areas in the apartment as helpers. So, as soon as I loaded the game, my room was filled with a dense cluster of glowing circles... But for authors writing scripts directly in V2, this probably isn't a concern, since V2 doesn't seem to need so many hidden helpers.
I really wish I had seen your reply sooner. Handling travelCondition during the converter's development caused me a huge amount of trouble. I should have just asked you for advice. However, I've now done some reverse-analysis by testing V1 missions, and it seems the converter can finally handle that field in the JSON correctly.
And finally.... Regarding the _state list in V2, where can I find information on this? Maybe it's in the thread, and I just missed it? I'm sorry, my English isn't very good... It doesn't seem to be in the documentation, but I see many people who seem to know the details. Yes, I'm looking for this information—I urgently need it.