NPC walks on ceiling?

The_Playstation

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During a cutscene I have a npc walking through a doorway but for some reason walks on the ceiling above the doorway which looks weird. Is there a solution?

 

TengHu

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Look at the passage settings for that tile. Also, maybe you added a script/plugin that messes with passibility?
 

GGZiron

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I guess you made it passable, because you want your NPC to pass under it, not above.
The one way I know you can achieve that is adding elements of your map via parallax, with higher z value.
For that you are going to need script, if you don't have one yet.
 

Shaz

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A tiles go below the player. If you want that little bit to go above the player, you'll need to screenshot your map as you play, then copy/paste that one tile into the B-E tileset sheets, and set its passage to star.

If you also find you can't walk any further than you are in the screenshot, use the floor tile, hold down Shift, and just draw a single tile where that overhead bit is. And then place the copy/pasted tile from the B-E tilesheet.
 

Andar

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@The_Playstation
What you have here is NOT a bug, but an intentional function of the ceiling tiles.
I wrote in more detail about this in the tutorial "a starting point for new users" (Link in my signature), but basically this is intended to allow simulating a 2-level-dungeon, with the player walking either on the floor or on the top of the walls (ceiling tiles), and needing an override to pass from one to the other (usually ladders, but unfortunately any passable decoration will create an override)
 

GGZiron

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Yes. Once I had to deal with that problem, and ended doing parallax for some tiles.
The thread I read back then about the problem, there was recomended one less effective, but easier to use method.
That is to put invisible event, which activates on player touch. That event will make the player transparent, give him through passability, and walk him up the other side. Then remove the transparency and the through flag from the player. From the other side, similar event will move the player down. In best scenario, the invisible event will be only one, on the ceiling itself, with same as player priority, and set to react properly depending if the player is bellow or above.
Is less effective method, and probably more annoying for the player, but is still some option, if you can't find better solution.
 
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Rudostan

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Shortly:
Make ceiling texture one of the graphics for events and give it "above characters" tag.

or

Make character disappear for very short right one square, before issue and teleport character past it making character appear again.
 

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