rixithechao wrote: ↑Fri Jun 25, 2021 11:36 pm
So I just spent a couple hours trying to implement said workaround, and... it turns out it's not needed? At least for passthrough sizables. Just setting the following properties in the block-n.txt seems to work in in the latest release of SMBX2, no rendering issues or anything.
semisolid = false
passthrough = true
sizable = true
This was already discussed in the Codehaus server, but for the benefit of the people here, I guess I should clarify this. It turns out that no workaround is needed for passthrough sizables. However, if you attempt to create a
solid sizable block, a workaround is needed. Thankfully, this workaround is pretty simple. All you need is this code in your luna.lua file (Replace <ID> with the ID of your block):
Code: Select all
function onTick()
Block.config[<ID>].sizable = false
end
function onTickEnd()
Block.config[<ID>].sizable = true
end
PROX wrote:We getting support for world map tiles too?
I hadn't thought of that, but it does sound like a pretty good idea! I don't think that map tiles can be custom sizes or have custom animations, though, so it would have to be much more limited than it is for blocks and BGOs. (Please correct me if I'm mistaken about this.) I will plan on adding this in the next release.