Scaling hitboxes for trees

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Scaling hitboxes for trees

Postby Fostik » Sat Jan 05, 2019 5:37 pm

Please make scaling hitbox for trees. They causing to stuck every time
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Re: Scaling hitboxes for trees

Postby MagicManICT » Sat Jan 05, 2019 8:01 pm

If the hit boxes don't scale to the tree size, then how do you get in there in the first place? If anything, the change would cause more people to get stuck. Scenario I see:

*character wandering through growing trees*
*AFK for 30 minutes to fix dinner*
*come back, can't move because trees all grew a level.

If anything, I'd say this is more a bug with the new object interaction code and it's one of those edge cases that loftar should probably take a look at.

Do note: I agree that hitboxes should scale with the tree. Trees planted too close to create some sort of "fake wall" should stunt and quit growing (ie their hitboxes start to overlap), as well as other potential abuses will need to be avoided.
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Re: Scaling hitboxes for trees

Postby Fostik » Sat Jan 05, 2019 8:31 pm

MagicManICT wrote:*character wandering through growing trees*
*AFK for 30 minutes to fix dinner*
*come back, can't move because trees all grew a level.


This wasnt a problem in legacy - there was different hitboxes for every thee stage
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Re: Scaling hitboxes for trees

Postby Uriel » Sat Jan 05, 2019 9:02 pm

Fostik wrote:
MagicManICT wrote:*character wandering through growing trees*
*AFK for 30 minutes to fix dinner*
*come back, can't move because trees all grew a level.


This wasnt a problem in legacy - there was different hitboxes for every thee stage


yeah, and it was bad - when object was placed near tree - tree stoped growing. Curent state is much better - You know how big hitbox of tree will be. (and can place objects near it with no worry).
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Re: Scaling hitboxes for trees

Postby DDDsDD999 » Sat Jan 05, 2019 9:18 pm

Make it so we can walk through them like hearthfires until they get their first growth tick.
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Re: Scaling hitboxes for trees

Postby Fostik » Sat Jan 05, 2019 9:58 pm

DDDsDD999 wrote:Make it so we can walk through them like hearthfires until they get their first growth tick.


This is good idea too
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Re: Scaling hitboxes for trees

Postby Uriel » Sat Jan 05, 2019 10:07 pm

DDDsDD999 wrote:Make it so we can walk through them like hearthfires until they get their first growth tick.

+1
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Re: Scaling hitboxes for trees

Postby MagicManICT » Sat Jan 05, 2019 11:51 pm

Fostik wrote:This wasnt a problem in legacy - there was different hitboxes for every thee stage


I recall. We also just bumped into objects and stopped walking, too.
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Re: Scaling hitboxes for trees

Postby Dakkan » Sun Jan 06, 2019 2:06 am

MagicManICT wrote:
Fostik wrote:This wasnt a problem in legacy - there was different hitboxes for every thee stage


I recall. We also just bumped into objects and stopped walking, too.


Nothing to do with trees. Shifting a lot of goalposts lately.
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Re: Scaling hitboxes for trees

Postby MagicManICT » Sun Jan 06, 2019 4:08 am

Dakkan wrote:
MagicManICT wrote:
Fostik wrote:This wasnt a problem in legacy - there was different hitboxes for every thee stage


I recall. We also just bumped into objects and stopped walking, too.


Nothing to do with trees. Shifting a lot of goalposts lately.

Did you not read my first post? The thread stems from an issue of geting stuck in the middle of growing trees. Smaller hitbox is one solution, I suggested that it's actually a bug that in the push-out interaction mechanics and it should be fixed, otherwise you're just going to have small hitboxes and people still get stuck. Shifting goal posts? No. Identifying the real problem? Yes.
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