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Floor system help
#1
I have been working on a floor system which would allow for things like bridges, balconies and making cliffs better. Mostly with Dragoons Masters help. He theorized it for me and explained it pretty well but I am having problems still XD.

What I have done so far is added a new variable to the PlayerRec and TileRec which can be changed by walking over a ChangeFloor tile type.

When mapping you chose the floor level which you are one, be it 0, 1 or 2 and place your attribute. Each attribute is only able to be interactive when you are on the same floor level as the attributes floor level. Makes sense right.

So if I am on floor 1, a block attribute with the floor level set to 1 will block me but I can move over floor 0. And same goes for floor 0 and attributes on level 0. Floor 2 blocks me on both 0 and 1.

The problem I am running into is receiving a position modification hacking attempt when I am trying to move over attributes with floor 0 when I have the player set to floor 1. But it is properly blocking me from moving over floor 1. But also giving me a hacking attempt on floor 2. I don't really know what I have done wrong, it looks right to me but I have limited VB experience. So please help Big Grin

This is the only code I have added to each direction in the PlayerMove sub.

Code:
If GetPlayerFloor(Index)  Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index) + 1).Floor And Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index) + 1).Floor < 2 Then

And an End if at the bottom obviously. Also I think there is something I have to change client side within the CheckDirection function but I don't know what. Thanks a lot.
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