![]() ![]() My question is: Is there another way to make this work easier? Am I missing something important like another special note to use? (b): In the mv3d-babylon plugin params, create a new region ID that is also set to, but also add (a): Change the water tiles from X to O in the database. Even with platform set to true, I am unable to cross the bridge unless I do one of two things. With the depth settings for the water tiles taken into consideration, I set my notes to for the events to align with the cliffs. My scenario is a river that has region ID 5 with cliff sides that are region ID 7 on the ends where the bridge starts. I've noticed that if you create a bridge with events that go over a non-passable terrain such as water, you can't walk across parts of the bridge that are over the water tiles. I've got something to say about event platforms. Not just player either, any event same/above can also walk on any flat event with z setting 0.99 height difference or less. Also they only do it with Walk off Edge again. Though it only does it for belows that walk into stuff, not same as/above. Not just flat, any event with 0.99 or less. ![]() Though they can't walk any higher than that unless within stair threshold. Also events seem to ignore stair threshold for flat events with 0.99 height difference with any of the height possible settings z/height/collide/below/same/above. Ok I figured out what causes it, z, if you use z you can walk on anything 0.99 or less difference from you. Though I tried turning off the parallel and it still does it even when not stacked so not sure why it happens. Maybe keep the as an option too, just not mentioned in the help file directly?Įither way just a suggestion, hope I'm not sounding insulting or anything.Only problem I see is this stacking staircase I built, seems to ignore 1 height difference or less still on below/same as/above, I don't know if it needs to be fixed really, not sure if it exists in a situation you wouldn't want it. while it would be annoying to change it in the demo, I'd suggest changing it in your code for the user's ease, something like "" or "t:", something easy for the user (even if not as much as just but that doesn't break anything. opening the file in a text editor, I can see it is there but the manager's help cuts it off right where the first appears in there (for so I guessed this was the cause and, looking through the code it is only used exactly 5 times outside the help file and plugin parameters so. I mean, I was basically just wanting to make x region change the wall sprites (and height) for that specific map through notetags so I could do buildings with the same ceiling but different walls, for example, something that could be nice if used well but isn't exactly needed either.Īlso, while I can find the plugin commands through the demo, the help in the plugin manager isn't telling them. I admit it may be a bit too complicated for maybe not much to gain. fair enough too.īut is there any chance of you letting us add a few, uhm. I can change it on the tileset's notetags though. by default, it seems a ceiling will use the wall right under it as its wall. Only problem seems to be that in large maps like big island there is some slowdown, or at least on my computer. now that I opened the demo, your plugin already does what it does (save it allows to use a texture of any size for a tile instead of just tiles and events) so. I'll be honest, I was planning on making a game using FPLE for the dungeons in first person and your plugin for the maps, but. While I can see how it would be better to use events in that case, I also see why you'd think most people just one of them would be enough. ![]()
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