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#editor

forgotten_in_abyss
I don't know how it works actually, but if it ends on an inclined surface your partner will just stay on corner of pathfind block and think about his being.
forgotten_in_abyss
Until you will push him to the next one pathfinding block, or until you back to him.
pegperegogaucho
Okay, I didn't know that. Maybe Adrien will implement the ability to create transitions in the future to address this!
adrientd
Yeah I haven't really touched much on the PF transitions, never needed to use them for the very simple level mod tests I did :Obelul:
pegperegogaucho
Well, then you have something to add in the next update :)
pegperegogaucho
Seems like a reasonably easy feature to add
adrientd
Maybe, I would have to take a look
adrientd
Funnily enough I was actually on an editor for Hitman, and here you would just have PF boxes intersect, and in the intersection you put a small box for where an AI would have to move to, and once reached, would switch from one PF box to another while staying on the same position.
adrientd
Here the two blue boxes (for rooms) intersect, and orange box is transition (at the door)
adrientd
But in XXL I think the PF boxes don't always intersect, and the transitions from one PF box to the other is often not on the same location
adrientd
which does allow things like AI jumping to areas which would have been difficult otherwise
adrientd
or Romans jumping from the roof of a building which is not reachable by us
adrientd
Ok no in XXL you can also have boxes intersecting, and the transition box is on the same place in both box pair, but it is not necessary.
adrientd
and I'm always getting an error about a system DLL being corrupted :Obelul:
pegperegogaucho
IIRC, there is a location for the "start" and "end" of the transition, the start being somewhere in the current box and end in the other box, then you could set some flag to make the character jump while going from the start to the end
pegperegogaucho
A good thing with the transitions are that if for some reason Obelix fails to jump somewhere it would teleport him to the end :Obelul:
adrientd
Ah yes, that's why he sometimes teleported out of nowhere
schmeling65
btw do you know why we can't increase the projectile limit that easily? (Heso knows it and told me/shew me)
pegperegogaucho
There is another array of size 50 in the games code storing the "dynamic" bounding boxes of the projectiles, they are used by the rolling stones and arrows/cannon balls. If you would want to add more, you would: 1. Change the size of the array in the game code 2. Patch the deserialization functions to read in more than 50 nodes (they are stored in the level files) 3. Add the new nodes in all the levels
pegperegogaucho
As usual with XXL, it does not create a new node on-the-fly for a projectile, it simply uses a free one