Author Topic: Pathnode/VisibilityNode T  (Read 532 times)

Legacy_Shadooow

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Pathnode/VisibilityNode T
« on: January 03, 2016, 06:28:19 pm »


               

I think I found a way how to use it.


 


I was trying to fix the problem with Big Doors tiles in vanilla tilesets. These tiles are L Pathnode shaped but with doors in middle. They are set as Pathnode N with DoorVisibilityNode Y in set file. This doesn't work. Player only needs to come closer to the doors and it will reveal everything behind them.


 


I tried many many setups but Y never worked as it should.


 


To my big suprise, when I used Pathnode N and DoorVisibilityNode T it worked as it should. I tested both sides, and the map behind doors get explored only after opening the doors. Also tried DoorVisibilityNode P but this one explored map behind doors only from one end.


 


I haven't tested anything more atm. Maybe it reveals something more, im not sure yet, I just thought I will share this as it could be used to interesting things.


 


 


EDIT: it has one little downside and thats when pc spawns at this tile, he won't see surroundings of the open end. Still worth it.



               
               

               
            

Legacy_Zwerkules

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Pathnode/VisibilityNode T
« Reply #1 on: January 03, 2016, 10:26:04 pm »


               

I was trying to fix the problem with Big Doors tiles in vanilla tilesets. These tiles are L Pathnode shaped but with doors in middle. They are set as Pathnode N with DoorVisibilityNode Y in set file. This doesn't work. Player only needs to come closer to the doors and it will reveal everything behind them.


You said pathnode L and also pathnode N. Do you mean visibility node N? N doesn't seem right in any case. Do you have an example tile number and tileset name, so I could take a look at it?
               
               

               
            

Legacy_Shadooow

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Pathnode/VisibilityNode T
« Reply #2 on: January 04, 2016, 12:24:07 am »


               

Well its the same thing but yes I use it for VisibilityNode.


 


tdc01_g07_01 or 02 - the standard Big Doors feature in many tilesets has Pathnode N and DoorVisibilityNode Y. However this doesn't work correctly and if the tile is rotated by 90° or 270°, the area behind door is automatically explorered when player comes closer.


 


Using DoorVisibilityNode=N solved this - the tile doesnt show anything until player opens the door.