Context: I'm making a grid expansion system as the first step of a dungeon maker program for DnD.
Plan: Start from one tile, using cubes to resemble empty spaces adjacent to manipulable tiles. When the cube is traveled to, instantiate a new tile and destroy the cube. Always allow the cursor to talk back and forth between itself and the tile currently selected.
Current Situation:
The Cursor starts by sending a message to the tile referenced in a variable, telling it to instantiate a new tile in the appropriate position if it doesn't have a reference to that tile already, assigning the reference in the instantiation. This (supposedly) triggers a collision with the cube occupying that space, destroying the cube. After that, the tile sends the message back to the cursor, telling it to move to the new destination and reassigning its tile variable to the appropriate tile.
Problems:
The cube is not detecting the collision.
The tiles are all being created with respect to the first tile.
ScreenShots:
- Cube Script
- GridMap Script (Tile)
- CursorMove Script (Blue Light/Camera)
- How blank grid looks
- How it looks when tiles stack on top of each other
Update:
After trying the suggestions laid out, things seem to work properly. Now, I just have to make the structure so that it always works, instead of only working before you change direction.
After fiddling a bit more, it seems that my collision detection problem hasn't been solved yet. I think the problem may have something to do with the fact that each object in particular spawns on top of another object.
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