ID:175439
![]() Apr 23 2003, 1:26 pm
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like what if i wanted to make a tree that was three tiles high?
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![]() Apr 23 2003, 1:28 pm
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well you make more than one iconstate for each part of the tree then place it so it looks like a tree on the map
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ok but what if i want the one on the bottom, not able to walk through, and the other top ones, able to go through, but your body is covered up?
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Then simply make several objects/turfs... for example TreeBottom with density=1 and TreeMiddle and TreeTop with density=0. If the icons are drawn properly, you can make tall or short trees by using several TreeMiddles.
splatty |
I don't know how to make your body covered up, but you make different tree parts, and you make the top ones have no density.
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Nave wrote:
ok but what if i want the one on the bottom, not able to walk through, and the other top ones, able to go through, but your body is covered up? Like splatter gnome said you just make the top parts of the tree non dense so you can move them. And if you want the icon to be drawn over the player you need to also set the tree's layer to MOB_LAYER + 1. |
I needed to make the person go behind stuff to, what i did was set the layers on the objects...
the top layers need to be higher ( i set mine at 4) under the objects properties put obj layer = 4 |
Theodis wrote:
Nave wrote: and how do i set the MOB_LAYER + 1 ? |
Theodis wrote:
obj I did that and now when i goto my map editor i get pending map errors!!!WTF hapened!?! |
Nave wrote:
Theodis wrote: obj/treetop density = 0 layer = MOB_LAYER + 1 Replace obj/treetop with whatever name you're using for the treetop. |
If you really need the 2 tiles, use it. But If its just because you made it 2 tiled and you want it 1 tile, Put both icons on a photo editor (paint will do) and resize em to make them smaller :)
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A better way to do all of this is with overlays and pixel_y. The "treetop" object method won't allow you to move large things, or, if you do, their other parts will be left behind. Upon creation, or whenever you run an "icon check" whatever that may be in your game, add an image to the mob or object's overlays list and give it a pixel_y of 32. That will place it one tile above the base tile. All calculations and whatnot will be done only from the base tile, i.e. you won't bump into the top part of the mob or tree. I believe one of the multiple-tile-mob demos explains this all a little better. One problem you might run into, though, is layers. You'll probably want to subtract a fraction of the atom's y coordinate from its layer so atoms that are further south will be drawn above others. Anyways, hope that helps you out a little.
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DerDragon wrote:
A better way to do all of this is with overlays and pixel_y. The "treetop" object method won't allow you to move large things, or, if you do, their other parts will be left behind. Upon creation, or whenever you run an "icon check" whatever that may be in your game, add an image to the mob or object's overlays list and give it a pixel_y of 32. That will place it one tile above the base tile. All calculations and whatnot will be done only from the base tile, i.e. you won't bump into the top part of the mob or tree. I believe one of the multiple-tile-mob demos explains this all a little better. One problem you might run into, though, is layers. You'll probably want to subtract a fraction of the atom's y coordinate from its layer so atoms that are further south will be drawn above others. Anyways, hope that helps you out a little.\ dont get it....... |