Hi
SOLVED:
I manually adjusted both char and objects baselines during walk (jump).. works a treat. :=
------------------------------------------------------------------
is it possible to separate ignore walkbehinds?
IE
cwizard2.IgnoreWalkbehinds=true; Works but can I specify which Walkbehind area?
The char jumps over a block and lands on the other side with just his head showing so that's when the Walkbehind area is true, this works kind of ok. Obviously he ignores all walkbehind areas at the moment.
I have made object (block) ignore Walkbehinds.
This is what I have for actions to happen:
function imoss_UseInv()
{
if (player.ActiveInventory==idust && (player.Room==7))
{
cwizard2.IgnoreWalkbehinds=true;
Display("You mix the dust with the moss.");
Display("Suddenly you beging to rise!");
cwizard2.ChangeView(21);
cwizard2.Walk(165,118, eBlock, eAnywhere);
cwizard2.IgnoreWalkbehinds=false;
cwizard2.Walk(165,180, eBlock, eAnywhere);
cwizard2.ChangeView(2);
}
}
Yet char still behind walkbehind when he first rises (walks).
Hope you catch my drift.
cheers
barefoot
I would say it would be easier to individually adjust each walkbehind's baseline to achieve what you're trying to do!
SOLVED:
I manually adjusted both char and objects baselines during walk (jump).. works a treat. ;)
I have 3 baselines and they are all set in their relative positions.
(http://brooklandscarco.co.uk/wizard-stone.png)
I was thinking (dangerous I know) of baseline order... i have set char to be in front of object but couldn't i then have him behind object during the walk as above code?
barefoot
Disregard my comment, posted to wrong topic....