So it wouldn't as simple as enforcing the entity property "affected_by_tiles=true" after checking to confirm the player is still on a pre-set list of tiles to keep the applied movement modifer ?
If not, as character_running_speed_modifier looks to be modifiable, presumably I could use on_player ...
Search found 3 matches
- Sun Dec 01, 2024 8:55 pm
- Forum: Not a bug
- Topic: Mech armour fly speed lacks tile speed bonuses
- Replies: 6
- Views: 1234
- Sun Dec 01, 2024 6:11 pm
- Forum: Not a bug
- Topic: Mech armour fly speed lacks tile speed bonuses
- Replies: 6
- Views: 1234
Re: Mech armour fly speed lacks tile speed bonuses
Hey Rseding91,
Thanks for confirming. It's a shame as this does mean that the comments in FFF-443 mismatch to the gameplay behaviour.
I'd be interested in taking the time to mod a solution to this. I'm looking through the documentation but currently missing where the relationship between tile ...
Thanks for confirming. It's a shame as this does mean that the comments in FFF-443 mismatch to the gameplay behaviour.
I'd be interested in taking the time to mod a solution to this. I'm looking through the documentation but currently missing where the relationship between tile ...
- Thu Nov 14, 2024 5:30 pm
- Forum: Not a bug
- Topic: Mech armour fly speed lacks tile speed bonuses
- Replies: 6
- Views: 1234
Mech armour fly speed lacks tile speed bonuses
Though I suspect this is by design as your feet are no longer on the concrete, I find the Mech Armour flying very jarring when navigating a busy base with lots of floor tiles, especially once you get to (refined) concrete. It feels like the suit is out of juice as you're rushing around and suddenly ...