I inlcuded this picture of the pathnodes I got from Bannor so you can see what the pathnodes look like:
Rolo, door visibility is used like this:
If you have for example a corridor and there's a door in the middle of the corridor, the path node is L and the door visibility has to be Y so you can't see what's on the other side of the door when it is closed.
Another example:
You have two corridors crossing. The path node is A. There's a door that can block off access to the corridor to the left, then the door visibility has to be U.
Note that a tile can have more than one door, but only one door visibility node. The whole door visibility stuff also only works for tileset specific doors.
Modifié par Zwerkules, 25 mars 2012 - 06:48 .