- Jan 13, 2019
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@KaYsEr when in first person view you cannot see the mc, but you need to turn followers invisible by hand. To use it set the camera distance to 0, either through map notes or a plugin command.
I'd like to give more ideas about your first person touch screen... you see, this plugin allows you to look up and down with page up and page down (if you set it to do so on plugin parameters), and straffing, that is walking to the side without turning. So while that is a good idea if you won't use these, what about for letting the player do those too?
Personally, I'd think it is better to focus on finishing the plugin before dealing with compatibility with other plugins. But I myself did a small compatibility patch for QSprite and a version of QAudio, am currently trying a patch for SRD's CCEx and am planning on doing a version of QInput, so take what I say with a grain of salt. Truth is, many plugins being incompatible in 3d mode is kinda expected since this changes things like how events are shown - they are not sprites, but a new class called Characters that take some things from sprites but not everything, if your plugins are under IIFEs like Galv's are they won't work (actually many other plugins become incompatible with plugins with IIFEs, had myself to remove them from a few Galv plugins for a few friends - that was all I did though so doubt it would be considered a big deal, if this is the first one you met this happened with consider yourself lucky). Not only that, plugins dealing with keys and directions are also expected to have problems - this plugin changes the input so that if you turn the camera pressing left is read as pressing up, for example. Also, the directions were moved to wasd and straffing went to q and e, while default keys are the arrows and q and w for page up and down. Yanfly's plugin, the one you mentioned, considers the default keys and the ones added by his own plugins.
The "fog" here is not really a fog, it is more like those old ps1/n64 fogs to hide the edge of the rendered poligons. Probably actual fog plugins would work fine with it?
Holy walls of text batman! Sorry, a bit out of my mind trying to do the ccex patch I mentioned earlier. Will try to fix this later.
@glaphen I don't understand the problem... from what you said earlier you changed the stairs threshold? Is this problem with the usual threshold or only your new one? Could you send a video or something of what you mean, because I read and read it and don't get it...
Turn on Walk off Edge in parameters, make a below flat event with z setting for its height, if less than 0.99 difference between its height and your current/any same/above event walking it can walk on top of it regardless of stair threshold. Make an event any shape at all, and set it to same as with any z setting, same as events walking can't go pass it at all, also seems player can't walk through it either unless set to flat. Just tried again you don't even need Walk off Edge this time for same as problem, belows needs it though.
Oh and I forgot it also works on flat above with z but only for the player, if not for that it could be ignored if you only ever used z with above events.