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level.tilelayers[0].z and you
Edit: I suppose the thread should actually be level.tilelayers[0].z ..... crap
I've been wondering for quite some time now why it is that a simple script like this automatically gives someone the ability to walk over tiles. PHP Code:
And isn't it unsafe to have this clientside anyway...? I'm not too familiar with hacking tools. |
No thoughts?
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You often (almost all the time) need to wait more then 36 minutes to get a respond :p Always been like that, atleast in the scripting section.
Anyways, pretty cool thing you found there :o Should be fixed if you ask me. |
It's just the way Graal handles y/z. The z-axis is pretty much identical to the y-axis in terms of how it's drawn.
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Now they will. gg, guys, gg. |
-shrug- I'm just saying its a silly thing to have.
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It's made so that tile layers above zero are not blocking because they are for decoration
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Yeah if your going to let us move the z value of the tiles to be decorational....shouldn't we be able to draw them above the player or other useful things? Petition for full tilelayer manipulation please.
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I've been wanting more customizable tile layers for forever and a more flexible layer system.
And I suppose a server option would be needed so nothing is broken. Basically make it so layer 200+ is the GUI and everything below it can be in the level. Of course nobody will ever need that many but that just makes it similar to image indexes. With that you could put tiles on any layer from 0 to 199 and they would draw above or below the player depending on what layer the player is on. Example: A Bridge Layer 0: the whole of the level, including what is under the bridge. Players are here. Layer 1: This overlayes the bridge over players. Players walk under this if on layer 0. Layer 50: Shadows Morning Layer 51: Shadows Noon Layer 52: Shadows Afternoon When a player is going to walk onto a bridge, a script switches his layer to 1. This makes the player draw on the bridge and above any players walking below it. Changing to layer 1 means the player is using that layer's tiletypes so even if there is water below the bridge it doesn't matter. A system script hides and shows the shadow layers depending on time of day. I suppose a way to make it compatible with things as they are now would be to have a tilelayer variable. Tiles would be on layer -1. Putting anything else like the player on layer -1 makes it subject to the tilelayer variable, which controls the tile layer you walk on and such. |
+1 for Inverness Idea.
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Bumping in hopes of Stefan adding this with the next Graal version, as it's probably the most wanted change.
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