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Isaac wrote:Just remove the dynamicobstacle compontent, move the object, then create the dynamicobstacle component again.
(Disabling it is not sufficient.)
Well, after testing it it seems the previous position is correctly released, and as an obstacle and a pushable block it still correctly moves. What would be missing without the destruction and creation you suggest ?
If you do not remove the dynamicobstacle component, it blocks the original tile, but releases as soon as the block is pushed. If you disable it instead of removing it, the tile is freed ~until you enable it again. If you remove it, and create it again, it just works as one would expect (aside from the unexpected need for this kludge). I don't think that anything is or would be missing, but I'm not exactly sure what you mean.
In fact what I meant when I said I disabled the dynamicobstacle component is that I just disble it in the object definition, and after that I never enable it at any time. From what I see, enabling it is never needed for anything, even when the object is spawned. It just has to be there or you get an error, but it can stay disabled all the time. I will test it more and see if I really need to destroy and recreate it as you said. Whatever I find, thank you for your help
Isaac wrote:Just remove the dynamicobstacle compontent, move the object, then create the dynamicobstacle component again.
(Disabling it is not sufficient.)
Well, after testing it it seems the previous position is correctly released, and as an obstacle and a pushable block it still correctly moves. What would be missing without the destruction and creation you suggest ?
If you do not remove the dynamicobstacle component, it blocks the original tile, but releases as soon as the block is pushed. If you disable it instead of removing it, the tile is freed ~until you enable it again. If you remove it, and create it again, it just works as one would expect (aside from the unexpected need for this kludge). I don't think that anything is or would be missing, but I'm not exactly sure what you mean.
Ok you were right something is missing XD
The block is no longer an obstacle WHILE it is moving to the next tile ! You can't pass through it when it stands, but you can when it moves... So, I will do as you said, destroy, move then recreate the component
is it possible to check if the party moves against a wall?
i want script the system from DM to damage the party.
or has anyone else these system already?