Restrict movement in a direction depending on Actor direction

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Started by ThunderDragon32 10 posts View original ↗
  1. ccQMToR.png TQpidccQMToR
    I'm not sure how to achieve this, looking at the picture I want to restrict moving in a certain direction depending which way he is facing.
  2. Those image links are broken, but it looks like the same image 3 times.

    You need to explain a little more what you're trying to achieve. You ONLY want the player to be able to move forward, in the direction he's facing? You don't want him to be able to turn?
  3. @Shaz The third image is the only one I was trying to send, the first two tries just didn't work. Also I see how it wasn't explained right.

    In the picture you can see the actor looking toward the beach (sand) while he is in the grass area (The edge of the cliff in this case) I don't want him to be able to walk in the sand if he is standing on the edge.

    Opposite if he is in the sand trying to walk into the grass I was that to be restricted.
  4. You should not be able to do that anyway. If you can, it means you have not got the passage settings correct on your tileset.
  5. @Shaz They are both passable tiles the problem is they are at different heights. Does it look smooth if a character walks forward from a 4 block high cliff straight into flat ground without the use of stairs?
  6. the cliff should not be passable to the left. Check your 4Dir settings.

    Also, as I said, it looks like all 3 links are the same picture. I couldn't see any difference between them.

    If the grass area where he is standing is an additional tile that you have drawn on top of the autotile cliff, and that tile (on the A2 right side) has open passability, that is the issue - if a higher tile has O, it ignores what's on lower tiles. I thought I wrote a fix for that, but I can't find a thread for it.
  7. @Shaz the pictures have no difference they are the same. Also how does 4dir would I have never used it, what does the arrow and dot mean?
  8. @Shaz The problem seems to be fixed! Thanks for helping out, I feel I was being a bit difficult at first and I'm sorry for that.
  9. not at all. Sometimes it just takes a bit of back and forth to understand the problem :)