I am having a problem coding my buildings. So far I have it set where the building itself, the roof, the door, and the accessories (chimney, windows and whatnot) are three different turfs. Each have their own icons with different directions for each part of the bigger object. That works fine. Until I run it. I made some detailed pictures in case you don't understand what I mean about the directions.
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Apparently, turfs with directional icon states do not like being stacked...at all. When I stack the turfs they take variables from turfs that are stacked on top of them. in this picture they take pixel_y and dir.
Dream Maker | Dream Seeker
So are turfs supposed to act like this? I'm probably gonna end up making the roof, windows, and chimney objs becasue they don't act up then.
ID:272323
![]() Jun 7 2008, 4:38 pm
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Garthor wrote:
Turfs do not actually stack on top of each other. When you place turfs on top of other turfs in the map editor, then the old turf's icon will be added to the new turf's underlays list, if it would show through. See, I don't remember reading that in any of the tutorials or guides I've read. And I have read quite a bit. Icons do not have pixel_x or pixel_y variables. I am not sure what you mean by that. |
Hiro the Dragon King wrote:
Garthor wrote: And? It's intended behavior and it makes sense. Icons do not have pixel_x or pixel_y variables. I mean that the old turf is gone. Deleted. Remove. No longer existent, along with all of its variables. Its old icon is added to the underlays of the new turf... but because icons have no pixel_x or pixel_y variables, the pixel_x and pixel_y of the old turf is ALSO gone. |
Garthor wrote:
And? It's intended behavior and it makes sense. Well. It makes sense, but I've never seen anything about it anywhere. It would have been awesome to know the intended behaviour. but because icons have no pixel_x or pixel_y variables, the pixel_x and pixel_y of the old turf is ALSO gone. Okay, I gotcha. I didn't quite get that from what you said the first time. |
Hiro the Dragon King wrote:
Well. It makes sense, but I've never seen anything about it anywhere. It would have been awesome to know the intended behaviour. Well, there is no Map Editor Guide or anything similar that I'm aware of that they could put something like that in. It's pretty common knowledge regardless, though. |
The only strange thing here is that it appears "correct" in the map editor.