When you stand on a movable platform, and the platform moves, then you move as well.
Whenever a CHkCrate is taken, the associated CDynamicGround, which contains a ground for the top of the crate, is moved to the position of the crate.
But then, how tardis skip works?
Every hero (Asterix) has a pointer to the CGround/CDynamicGround where he stands on.
When you go out-of-bounds, the pointer still points to the last ground you stand before.
And the crate that you just broke has 0 crates, which marks the stack as a free slot.
So when you move the camera, and a new stack of crates appears, then there is a chance that this stack will take the same CHkCrate of the stack that we just broke.
And the collision of that CHkCrate, that is **THE SAME AS** the collision where Asterix standed before, will **move**.
Which ~~will~~ can trigger the tardis skip.
So you theoretically can't use tardis skip in a top of a 10 column crates ?
If you stand in the top 10, then there is more chance that tardis skip works.
you just need then to not look at the other crates ?
Here is a tool that shows the active crates.
You can see letters and digits on the screen.
A is Asterix, B is Obelix.
A digit stands for a CHkCrate crate stack, and indicates the number of crates in this stack.
If it is 0, that means it is "free for the next visible crate".
Here, the turquoise square means that Asterix stands on this crate. What happens if we try tardis skip?
||I know, pic is too large.||
||If ever you see Transpose, it's supposed to be Translate 😄 ||