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I agree. This will make it more realistic.I posted this in the original forum under the suggestions board. I thought it was more fitting for the dev board. If it belongs in suggestions, please move it.
Anyway. The idea that I am presenting is to raise the area behind ledges instead of having them be wedges.
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If you are able to make it work you can share the code with Nilllzz and he might add it in the game!I have develop some code for that but inorder for it to work. the legdes will have to be incontroll of how the player lands and where it lands at. Cause the Code I did made for it to test it out . got the character stuck in mid air.
I cant cause the ledges which are under steps in map dont control where the player lands and I'm not sure where to find where it control at.If you are able to make it work you can share the code with Nilllzz and he might add it in the game!I have develop some code for that but inorder for it to work. the legdes will have to be incontroll of how the player lands and where it lands at. Cause the Code I did made for it to test it out . got the character stuck in mid air.![]()
That what we need. with that we should be able to raise them up and fix the landing so the character is landing on walkable ground and not midair getting stuck.Would you be able to make ledges an action block to force it into an animation that puts the character down a level?
Stairs:
{"Entity"{ENT[{"EntityID"{str[SlideBlock]}}{"Position"{sngArr[0,0,0]}}{"TexturePath"{str[Routes]}}{"Textures"{recArr[[96,16,16,16]]}}{"TextureIndex"{intArr[0,0,0,0,0,0]}}{"Collision"{bool[1]}}{"ModelID"{int[2]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[2]}}]}}
Stairs:
{"Entity"{ENT[{"EntityID"{str[SlideBlock]}}{"Position"{sngArr[0,0,0]}}{"TexturePath"{str[Routes]}}{"Textures"{recArr[[112,16,16,16]]}}{"TextureIndex"{intArr[0,0,0,0,0,0]}}{"Collision"{bool[1]}}{"ModelID"{int[2]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[2]}}]}}
Hill:
{"EntityField"{ENT[{"Size"{intArr[3,1]}}{"EntityID"{str[WallBlock]}}{"Position"{sngArr[0,0,0]}}{"TexturePath"{str[Routes]}}{"Textures"{recArr[[160,16,16,16]]}}{"TextureIndex"{intArr[0,0,0,0,0,0]}}{"Collision"{bool[1]}}{"ModelID"{int[1]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
Steps:
{"EntityField"{ENT[{"Size"{intArr[2,1]}}{"EntityID"{str[Step]}}{"Position"{sngArr[6,0,5]}}{"TexturePath"{str[Routes]}}{"Textures"{recArr[[112,16,16,16][144,16,16,16]]}}{"TextureIndex"{intArr[1,1,1,1,0,0]}}{"Collision"{bool[1]}}{"ModelID"{int[7]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[0]}}]}}
What he seems to have done is get a 3d ledge going (there's a wedge model that is used for the stairs you can change the texture of, Saruish made it into grass/dirt ramps) but because it isn't pathable the player can't jump down them. If you use scriptblocks to try and move the player forward they will just walk into the air beyond the ledge and become stuck. script moves don't check for collisions or walkable surfaces unfortunately.If you are able to make it work you can share the code with Nilllzz and he might add it in the game!I have develop some code for that but inorder for it to work. the legdes will have to be incontroll of how the player lands and where it lands at. Cause the Code I did made for it to test it out . got the character stuck in mid air.![]()
No animation or command to move down yetWould you be able to make ledges an action block to force it into an animation that puts the character down a level?