Fake Tiles

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Postby blackson » 2009.03.08 (18:37)

If you delete a large chunk of tile data and load a map, something weird happens. The deleted chunk of the 713 tiles aren't replaced, they act as if they are open space tiles. However, if you load this 'incomplete' data over a map that was previously in the editor, something weird happens. The tileset of the previous map doesn't get replaced, because there is no tile coded for that spot. But, because there is no tile for the spot, then there really is no tile. Hence, N can run through these tiles as if nothing is there. This brings me to my question. Can you make fake tiles anywhere in a map, or does it have to be at the end?

(Can I have real tiles->fake->real tiles)

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Postby Brainwasher » 2009.03.09 (20:34)

You can have fake tiles anywhere, to do this:

1) load a map data normally
2) replace the intended tiles with . (a period) (this can be done in the editor, or in a text document and pasted over the old data)
3) load the new data

This can be done for any tile, any place on the map.
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Postby blackson » 2009.03.10 (22:02)

Brainwasher wrote:You can have fake tiles anywhere, to do this:

1) load a map data normally
2) replace the intended tiles with . (a period) (this can be done in the editor, or in a text document and pasted over the old data)
3) load the new data

This can be done for any tile, any place on the map.
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Postby EdoI » 2009.03.13 (13:35)

You can also do this in a map. I talked about it in my code editing tutorial.

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Postby Superpok » 2009.03.25 (20:53)

why does it work? and why a period?
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Postby EdoI » 2009.03.28 (18:04)

Superpok wrote:why does it work? and why a period?
Dude, I've already said that it has been explained in my manual. Here what I wrote:
I wrote:This is actually an empty tile, you will be able to go through it and they are transparent, but what makes them be 'fake tiles' is the way they're fooling your enemies.
First I'll explain you how the tileset code works. Tileset code is every number/letter/symbol before '|', a symbol that makes the difference between object code and the tileset code. In the tileset code, every zero represents an empty tile, while number one represents a filled tile. Symbols and letters are used to create other types of tiles but they're not relevant in this topic. First tileset unit in the code is in the top-left of the map. Next tile is the first below it.
Now, to make a fake tile you need to replace a number with '*' (without quotation marks). It will be the easiest to find a tile if you replace number one with the zero and vice versa, and to see where did the change occurred. You will notice that these tiles are recognized as filled tiles for any drones when they're moving, thwumps are also not going behind these and they won't spot you when you're behind them, but a player cannot hide behind fake tiles from laser drones' lasers, homing launcher's rockets etc. You will understand this best if you try it all personally and if you start playing around with it.
To explain how it works; If you make a filled tile and than replace it by * or . the tile will still look filled. Why? Because the Ned system doesn't recognize it as any other tile. It leaves it the same. If you put, for example, tile 1 and replace it with * it will still look like a tile 1. However, you will be able to go trough it. Because it's not solid, it's basically - nothing, it doesn't even have a look (because of that the tile looks the same as it looked before loading).


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