DL map changes
Posted 27 November 2016 - 02:55 AM
Posted 27 November 2016 - 05:53 PM
Posted 28 November 2016 - 02:05 PM
The 'wonky movements' when crossing a bridge that also has a walk path under the bridge requires walk-tiles to be set to the bridge AND ground Heights. This same 'wonky' effect can be seen in TG - try crossing the castle wall entrance next to TG storage.
The reason is that the OL game engine does does not support multilevel settings in 1 tile. Hope I've explained it for you.
Posted 29 November 2016 - 10:04 PM
The simple fix for this is to put a door object on the inside of the map. This is a typical practice in EL maps, since the insides have invisible walls, the door you see is actually it's own object, if that makes sense. That's a lot of extra coding in the map.def though, and I imagine that's why Zian hasn't done it.
Posted 29 November 2016 - 11:35 PM
Posted 30 November 2016 - 04:11 AM
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