I have an enemy actor that is unable to walk over very short curbs. I'm talking about entering sectors that are the equivalent of 6 inches higher than the actor's current sector.
It uses x/y repeat of 64 by 64. When I give it a size of 40 40, then it works fine. But I want it to be bigger. This is the exact opposite of the way it should work (and the way I remember it working). Bigger actors should have a greater ability to walk upstairs and stuff, not less.
EDIT: The actor tile has dimensions 79 x 56.
Page 1 of 1
actor gets stuck on curbs
#1 Posted 29 January 2016 - 02:40 AM
This post has been edited by Trooper Dan: 29 January 2016 - 02:59 AM
#2 Posted 30 January 2016 - 01:14 PM
So...I'm not necessarily expecting this to be fixed, but if anyone has insight into why an actor would be unable to mount a short curb I would appreciate it. I expect this behavior when moving a sprite that is defined on a small tile, or when it has small yrepeat, but in this case it is a normal sized actor on a normal sized tile, using a normal move command etc. and I'm baffled as to why it behaves differently from my other enemies.
Making a workaround is not trivial because I do not want the actor to jump, nor do I want to change its hitbox.
EDIT: Evidently, the height of the sprite is not the issue. It's the WIDTH. After changing its sizeat from 64 64 to 56 64, it is now able to go up curbs. I want to emphasize that it was at no point anywhere near being too fat to fit through the relevant gaps. It had plenty of clearance on both sides.
Making a workaround is not trivial because I do not want the actor to jump, nor do I want to change its hitbox.
EDIT: Evidently, the height of the sprite is not the issue. It's the WIDTH. After changing its sizeat from 64 64 to 56 64, it is now able to go up curbs. I want to emphasize that it was at no point anywhere near being too fat to fit through the relevant gaps. It had plenty of clearance on both sides.
#3 Posted 30 January 2016 - 04:14 PM
It's some hard-coded bullshit. I'm looking into adding something to work around it.
#4 Posted 01 February 2016 - 04:39 PM
OK, it's fixed with a new sprite flag, SFLAG_REALCLIPDIST. Once you apply that, the sprite will use its actual .clipdist value instead of triggering the hard-coded stuff.
#5 Posted 01 February 2016 - 09:52 PM
TerminX, on 01 February 2016 - 04:39 PM, said:
OK, it's fixed with a new sprite flag, SFLAG_REALCLIPDIST. Once you apply that, the sprite will use its actual .clipdist value instead of triggering the hard-coded stuff.
I got it working. Thanks!
Share this topic:
Page 1 of 1