![]() |
Addtiledef
Quote:
Also... I think there should be a new command, addtiledef3 it should be used like this.... addtildef3 <height of tileset>,<width of tileset>,{<Shallow Water Tiles>},{<Swimming Tiles>},{<Deepwater Tiles>},{<Grass Tiles>},{<Blocking Tiles>},{<Swamp Tiles>},{<Animated Tiles Tiles>}; and so on...so this way the game would translate that script into your tileset..instead of using addtiledef2 and following a special way to do it, or addtiledef and following the old way of doing it. |
Why isnt this in future improvements?
|
Because i asked for help in part of the post
|
Off Topic
Liek my sig!!?!
|
Eh, this wouldn't work, because your tileset is just an image placed "on top of" the "real" tileset.
|
do you know what your talking about googi? :\
|
Why's that?
|
Quote:
Indeed he does. |
But....you could trick the engine to thinking that say...tile 0,0 is a water tile when it should be a walking tile.
|
YOU COULD??????
|
sure...couldnt you use the the board[index] variable...and have it check if your on tile 0,0 then set the ani to swim if you want it to be a water tile....VERY POSSIBLE....I would post the script but i dont want script stealers to go happy with my ideas.
|
Its not a new idea, its just makeing your own variable array to check for certain tiletypes... I'm not sure it would be a wise choice though.
|
yes i know it wouldnt be the best way...but i got ahold of the type 1 layout...so i dont need this anymore...bye bye
|
R0bin wants the type 1 layout also... :-D
|
All times are GMT +2. The time now is 12:06 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.