1 decade ago by MyShuitings
So, I was looking through the collision map code, and the examples jump in run etc.
I was noticing that in weltmeister the collision map has the default tileset with tile 1=s, 2=sl,3=w,4=h. However by default it looks like only s is used when linked to by another layer.
I also saw that in the impact collision-map file that all the collision tiles from 1 to 255 are set as solid, and that the trace functions return the tile (1-4 in the base set) that would collide with the trace.
So I understand that I'd be able to base actions like friction etc on the tile type. The question is if there is a "better"/"planned" way to setup the tiles that should be solid, or should we edit the collision-map file directly?
(Use case - a stasis field type area which would invert gravity. Although I assume a entity-trigger collision could fulfill a similar purpose...)
I was noticing that in weltmeister the collision map has the default tileset with tile 1=s, 2=sl,3=w,4=h. However by default it looks like only s is used when linked to by another layer.
I also saw that in the impact collision-map file that all the collision tiles from 1 to 255 are set as solid, and that the trace functions return the tile (1-4 in the base set) that would collide with the trace.
So I understand that I'd be able to base actions like friction etc on the tile type. The question is if there is a "better"/"planned" way to setup the tiles that should be solid, or should we edit the collision-map file directly?
(Use case - a stasis field type area which would invert gravity. Although I assume a entity-trigger collision could fulfill a similar purpose...)