I dont know why it does that,
Let me answer this; back in early days of development, zones under walls were causing path finding errors and gameplay locks so developers removed zones under walls.
I think you can build a mirrored version of what you are building and save it as separate template
I don’t think it is that necessary. There are already 20-ish type of tiles you can just select one and use it.
Wouldn’t it be bad but as I said, it is related with gameplay.
“We” can’t mirror everything (e.g. the x-ray machines). There’s a feature request for that somewhere. I think mirroring of all objects would be necessary to mirror any combination of objects.
Yes the mirroring feature request was/is one of mine It’s not as much as a requirements now with the changes made due to multi-floor, but would sill be useful IMHO.
Mirroring objects and mirroring a selection for copy/paste should not be confused. I believe here he suggests the second.
As for zoning under walls: like EG0611 pointed out it is needed to prevent bugs made by designing errors. Maybe a script can be added ro wall removal that if it has an adjacant secure zone, the tile where the wall stood gets secure zoned.
I suggest leave it as is. If the zoning is added when a wall is removed, and that wall was separating two different secure areas, it will create more problems. Instead, how about when we delete a wall the zoning appears so we can see that there is no zoning where the wall was?
who removes a wall between 2 zones to leave them seperated?
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