dale_coop said:I think the solid collision detection used in Mystic Origins is slightly different that the one we have in the 4.1.5
In the current version, the collision detection is kinda... weird. sometimes.
RinRem01 said:I used this script to simulate walking through tall grass. However, once I walk into the tall grass tile my character quits walking. He looks in the directions I press, and he does the "InWater/TallGrass" animation, but he doesn't go anywhere. I copied the script word for word (I even kept it called "InWater" so I wouldn't screw up) :lol: . Any ideas? Thanks.
;;;; If you touch this tile it will be in water ;;;;
CPX player1_object ;; Is it player 1 object? ;;
BNE notInWater ;; not the player? then go to notInWater ;;
GetActionStep player1_object ;; check if player is in water_tile below ;;
CMP #$04 ;; this number should be the action step. is player action step 04? ;;
BEQ notInWater
ChangeActionStep #$00, #$04 ;; arg0 is player1_object, arg01 is Action Step number from line 6. ;;
notInWater: