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  #1  
Old 09-07-2008, 08:24 PM
DarkReaper0 DarkReaper0 is offline
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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:
//#CLIENTSIDE
function onPlayerEnters() {
  
level.tilelayers[0].z=1//Moves the z value up one
  
level.tilelayers[0].y=1//Moves Y down one so the level still looks the same.

I mean....seriously now....is there a point to this? The tiles dont even draw over the player so to yourself and everyone around you, you're just plain wall-hacking.

And isn't it unsafe to have this clientside anyway...? I'm not too familiar with hacking tools.
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  #2  
Old 09-07-2008, 09:00 PM
DarkReaper0 DarkReaper0 is offline
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No thoughts?
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  #3  
Old 09-07-2008, 10:12 PM
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You often (almost all the time) need to wait more then 36 minutes to get a respond Always been like that, atleast in the scripting section.

Anyways, pretty cool thing you found there :o Should be fixed if you ask me.
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Old 09-07-2008, 10:42 PM
Rufus Rufus is offline
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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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  #5  
Old 09-07-2008, 10:45 PM
LoneAngelIbesu LoneAngelIbesu is offline
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Quote:
Originally Posted by Rufus View Post
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.
With players, the z-value affects the distance of the body from the shadow. With tilesets, there's no reference point to see the up/down movement. You guys probably know this, though.
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  #6  
Old 09-07-2008, 11:01 PM
coreys coreys is offline
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Quote:
Originally Posted by Chompy View Post
You often (almost all the time) need to wait more then 36 minutes to get a respond 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 been around so long. This is nothing new, just no one knows about it.
Now they will.
gg, guys, gg.
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  #7  
Old 09-08-2008, 12:08 AM
DarkReaper0 DarkReaper0 is offline
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-shrug- I'm just saying its a silly thing to have.
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  #8  
Old 09-08-2008, 02:59 PM
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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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  #9  
Old 09-08-2008, 06:23 PM
xXziroXx xXziroXx is offline
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Quote:
Originally Posted by Stefan View Post
It's made so that tile layers above zero are not blocking because they are for decoration
I believe the "issue" is that the layers can't be displayed above the players.
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  #10  
Old 09-09-2008, 01:47 AM
DarkReaper0 DarkReaper0 is offline
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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.

Last edited by Darlene159; 09-11-2008 at 05:25 AM..
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  #11  
Old 09-09-2008, 04:36 PM
Inverness Inverness is offline
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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.
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  #12  
Old 09-09-2008, 11:49 PM
DarkReaper0 DarkReaper0 is offline
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+1 for Inverness Idea.
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  #13  
Old 04-19-2009, 05:04 PM
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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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  #14  
Old 04-19-2009, 05:10 PM
Loriel Loriel is offline
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Quote:
Originally Posted by Inverness View Post
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.
[...]
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.
This is pretty much what is already possible with NPCs and attachplayertoobj. It is also pretty ****ty because you could stand next to the bridge and instead of walking onto it, throw a bush right through it into the water.
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  #15  
Old 04-20-2009, 06:52 PM
DarkIceX DarkIceX is offline
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Quote:
Originally Posted by Inverness View Post
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.
Pleasepleasepleaseplease Stefan!
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