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Onwall with custom tilesets?
I have a baddy on N-Pulse. It's onwall is screwed.
We use a custom tileset. I'm not totally sure, but I think the baddy is checking if tiles are blocking as if they were in the original tileset. For example, the script counts dirt ground, flowers, and other things as blocking tiles, while they shouldn't be. Is there a command to get around this? It's in the old scripting engine, by the way. |
Try using move's wall detection.
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I've also had that problem, turned out it was because the level was covered by the "newtilesetlevels" server option, are you sure it isn't in there?
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