Gurtag said:i see, i am out of luck then :-[ , thanks a lot for the imput guys
Gurtag said:yea i use a lot notepad++ but find and replace would still take a lot of time since most of the values i want change are diferent between them, anyway after some test i am not sure about doing it any more, i was trying to better aling fallen enemy bodies to the ground so they better mach their shadows but cant find the right spot
No, it's not how it works. It's an illusion in fact, thanks to the screen angle - when entities are moving in Z axis, they looking to be moving in Y axis, because we are seeing it on a 2D view.whenever i set an attackbox with any Z value it seems that it delegates to Y
~attack.size.z.1 - See attack{#} {z}.
~attack.size.z.2 - Depth of bbox toward player. When this is defined, z.1 becomes depth into screen.
Damon Caskey said:We're having a communication problem, lol.
The isometric part aside, what you asked for is exactly what the Z attributes do. See my example image I attached in previous posts. The lower depiction is top down. You can expand an attack or body box "up" or "down" as you put it (side to side from the fighter's point of view) much as you like. That's the Z1 and Z2 properties. And of course you can make it reach further out from the fighter or even behind them with X, and higher, lower with Y. You can do all of these separately from each other to make a cubical shape covering areas as small or large as you want.
The only thing you can't do is (again see the illustration) give any one side of the box a trapezoidal shape.
DC
magggas said:Well, if this trap entity has to be like it can attack you, but you can’t attack/break it, then i have a script function exactly for that. The catch is that i’m using a wall for that trap with an onblockWscript. So it might still not be ideal for all your cases.