Scaling hitboxes for trees

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Fostik
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Scaling hitboxes for trees

Post by Fostik »

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

Post by MagicManICT »

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.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Fostik
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Re: Scaling hitboxes for trees

Post by Fostik »

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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Uriel
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Re: Scaling hitboxes for trees

Post by Uriel »

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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DDDsDD999
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Re: Scaling hitboxes for trees

Post by DDDsDD999 »

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

Post by Fostik »

DDDsDD999 wrote:Make it so we can walk through them like hearthfires until they get their first growth tick.
This is good idea too
Known as zunzon. Contact discord: zunzon.
My experience of market building in W13
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Uriel
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Re: Scaling hitboxes for trees

Post by Uriel »

DDDsDD999 wrote:Make it so we can walk through them like hearthfires until they get their first growth tick.
+1
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MagicManICT
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Re: Scaling hitboxes for trees

Post by MagicManICT »

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.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Dakkan
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Re: Scaling hitboxes for trees

Post by Dakkan »

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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MagicManICT
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Re: Scaling hitboxes for trees

Post by MagicManICT »

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.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.

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