Helixhorned, on 10 January 2013 - 12:25 PM, said:
If you raise the boxes a little so that they have a gap in between, they stay on each other. Unfortunately, game code is littered with "magic" z displacements everywhere. A suggestion at a workaround is to make the box model (I assume you will be making models since flat boxes are a little nonsensical, right?) bigger than its tile which is used for collision computations.
Clipdist is only used for clipmove, that is, horizontal movement. For BUILD, horizontal and vertical movement are two different concepts.
Ah, man... That's what I figured. Thanks for the info. That kinda blows. Basically what i'm wanting to do is build a minecraftian map. Certain structures would have walls that would be blastable with explosives, so you can build alternate paths through the environment. That means the player would need direct interaction with the objects (jumping over them, etc.)