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Soggy Socks

Posted: Wed Dec 09, 2020 8:19 am
by Mindless Automaton
Xuri wrote: Wed Nov 11, 2020 4:33 pm Maybe you can make use of the onCollide event on some invisible "triggerplates" to detect when the NPC reaches a certain point, and then continue from there? :X
What do you use for triggerplates? is there a particular item or ?

Is there an option to change an impassable tile to passable and I havent seen it?

For example:
sink.png
However I have to tele to the center spot since all those waters are impassable. Impossible?

So I've been playing Red Dead Redemption 2 Online and was like, hey, can I wade through the swamps in Britannia?

So I am thinking I would set my 'ground tiles' at -5 or whatever, then have a passable tile layer at 0 so it looks like I am in the swamp and then have a triggerplate that or something that would add the 'ripples' around the character. (all dyed green to matched swamp of course, but we could do it with water also) Maybe some waves or something when a character moves a particular direction..

and when thats done, alligators hidden under the passable layer to grab you. And thats what's happening at 2am EST when I can't sleep. :P
ford.png
ford.png (6.34 KiB) Viewed 6875 times
Thanks!

Re: Soggy Socks

Posted: Wed Dec 09, 2020 9:46 am
by Xuri
For "triggerplates", you could use any walkable object with your onCollide script attached to it, which is then hidden from the players using 'set visible 3 (visible to GMs only).

Serverside, it's possible to override the blocking/walkable flags on a tile (or any other flag) via dfndata\maps\tiles.dfn, but the client doesn't care what the server thinks, it follows whatever is specified in its own tiledata.mul. So if you want to make a tile walkable in the client, you probably have to modify the tiledata.

I like your idea of wading through swamps :)