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So, vehicles look very aquward at the second, due to the fact that each one has a unique offset based on it's riding component subtype located in code\datums\components\riding\riding_vehicle.dm and the animal variant code\datums\components\riding\riding_mob.dm
Most of these, you would go to the individual handle_special() proc, and then adjust the procs for set_riding_offsets to consider the new offset of the mob, or the offset of the vehicle similarly. These should take a quick case-by-case look, to make it so that players are not floating far above the scooter/skateboard/etc.
The text was updated successfully, but these errors were encountered:
So, vehicles look very aquward at the second, due to the fact that each one has a unique offset based on it's riding component subtype located in
code\datums\components\riding\riding_vehicle.dm
and the animal variantcode\datums\components\riding\riding_mob.dm
Most of these, you would go to the individual
handle_special()
proc, and then adjust the procs forset_riding_offsets
to consider the new offset of the mob, or the offset of the vehicle similarly. These should take a quick case-by-case look, to make it so that players are not floating far above the scooter/skateboard/etc.The text was updated successfully, but these errors were encountered: