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TILESET PASSIVE PROBLEM

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Porkate42
Goes inactive at least every 2 weeks
1869
So I was testing my game, I went inside a house and for some reason it letting me walk on walls, I double checked my tilesets and it was on X, I made a new tileset and it STILL made me walk on walls, I need some help, I am using RPG Maker VX Ace. Btw this happens for NPC's too
Make sure the map properties are pointing to the right chipset.
Porkate42
Goes inactive at least every 2 weeks
1869
author=Link_2112
Make sure the map properties are pointing to the right chipset.


If you're talking about the right tileset, then yes it is
Double check the events that allowed you to move into the house. Check to see if you left the 'Through' command 'unclosed' (that is, forgot a Through Off command).

Also, it would help if you told us which maker as their property settings are a little different to each other.

If 2k or 2k3, double check the arrow properties. Make sure that all arrows are dots (an arrow indicates the ability to walk on that tile in that direction, so if a wall tile has an up arrow on it then you can walk up on that wall.)
Porkate42
Goes inactive at least every 2 weeks
1869
author=Liberty
Double check the events that allowed you to move into the house. Check to see if you left the 'Through' command 'unclosed' (that is, forgot a Through Off command).

Also, it would help if you told us which maker as their property settings are a little different to each other.

If 2k or 2k3, double check the arrow properties. Make sure that all arrows are dots (an arrow indicates the ability to walk on that tile in that direction, so if a wall tile has an up arrow on it then you can walk up on that wall.)


RPG Maker VX Ace, I tried that but it still wouldn't let me, now npcs are roaming around them as well
pianotm
The TM is for Totally Magical.
32388
This happens to me a lot on RM2k3 and I have a suspicion that it has to do with a glitch in the dyn_rpg plugin because that's when it started and I haven't been able to fix it (I have deleted RPG Maker and reinstalled it, but since I refused to get rid of my old work, I still suspect some remnants of dyn_rpg linger about)(it also likes to pick and choose which tilesets give me trouble). To counter this, I pick a blank event tile to switch to x and click the tile over the walls and ceiling and that solves the problem. I'd still like to get it properly fixed, though.
From what I remember when I used Ace, if you pick different tabs it automatically gives tiles passibility that isn't always what you chose in the database. Do you have different tabs like A, B, C. There's 5 different A tabs, maybe put the tiles in a different one?

I dunno, I don't have much experience with Ace mapping, but I remember having similar trouble cause of the tabs.
Porkate42
Goes inactive at least every 2 weeks
1869
author=Link_2112
From what I remember when I used Ace, if you pick different tabs it automatically gives tiles passibility that isn't always what you chose in the database. Do you have different tabs like A, B, C. There's 5 different A tabs, maybe put the tiles in a different one?

I dunno, I don't have much experience with Ace mapping, but I remember having similar trouble cause of the tabs.


All the A parts sadly...
Check the passability of the upper-left tile on the B tileset and make sure it is a star. That tile is applied across the map if no other upper tile is there and so is its passability. Since an upper tile with an O means the user can walk over it regardless of the passability of the lower tile that can make it so the player and events can walk wherever they want. Star prevents that as it inherits the passability of the lower tile it is on.
^
If that doesn't work, make sure it's none of the scripts (if you've any) messing with your passability.

Also, if you shift-map with roof tiles you can walk on them. The middle tile of a roof tile is set to O even when the rest of the tile is set to X, so it might be that... not likely though. (This occurs even if it's only one edge that's not 'edged' with the normal autotile edge.)
Porkate42
Goes inactive at least every 2 weeks
1869
author=GreatRedSpirit
Check the passability of the upper-left tile on the B tileset and make sure it is a star. That tile is applied across the map if no other upper tile is there and so is its passability. Since an upper tile with an O means the user can walk over it regardless of the passability of the lower tile that can make it so the player and events can walk wherever they want. Star prevents that as it inherits the passability of the lower tile it is on.


Star a'int avalible for walls
Porkate42
Goes inactive at least every 2 weeks
1869
author=Liberty
^
If that doesn't work, make sure it's none of the scripts (if you've any) messing with your passability.

Also, if you shift-map with roof tiles you can walk on them. The middle tile of a roof tile is set to O even when the rest of the tile is set to X, so it might be that... not likely though. (This occurs even if it's only one edge that's not 'edged' with the normal autotile edge.)


Well its only the interior i'm having trouble with
author=Porkate42
author=GreatRedSpirit
Check the passability of the upper-left tile on the B tileset and make sure it is a star. That tile is applied across the map if no other upper tile is there and so is its passability. Since an upper tile with an O means the user can walk over it regardless of the passability of the lower tile that can make it so the player and events can walk wherever they want. Star prevents that as it inherits the passability of the lower tile it is on.
Star a'int avalible for walls


He means on the second tab - B Tile. The top-left corner tile overlays every A-tile and needs to be set to star. If it's set to O then it'll override the passability set on the lower layer (the walls and such).

Also, don't double post. You can quote more than once to a post. Also, editing your previous post is possible too. It's against the rules to double or more post.
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