Exit currently have a z-pos just like hotspots and many other objects, that
however causes a few issues when combined with their groundmap-remove ability.
When an exit is placed with it's default z-pos, it will remove the ground it
covers, thus making it easier to place the exit so that it is reachable by the
Pingus. However this leads to the exit being drawn above the groundmap, leading
to bridges build in front of the exit actually appearing behind it. Adjusting
the z-pos to be below the groundmap moves the exit as expected, but leads to
the groundmap-remove feature becoming useless, as it is now the first in the
chain and thus it will try to remove the ground before it is drawn.
Possible solutions:
* remove the sprite from exit and turn them all into prefabs, like entrances
* use the z-pos just for the remove and draw the sprite at a different z-pos
* make z-pos part of the sprite, not the WorldObj, don't use z-pos to sort
objects
Original issue reported on code.google.com by grum...@gmail.com on 16 Sep 2011 at 6:38
Original issue reported on code.google.com by
grum...@gmail.com
on 16 Sep 2011 at 6:38