Dallane wrote:Taipion wrote:Dallane wrote:I never said it was a bad idea.
Yea, right, you just said:
Dallane wrote:So people can pick stuff up through walls?
Which is not even applicable here, so please:
Dallane wrote:Stop being a *******.
thank you!
Just because you have a bad idea
again doesn't mean I think this general idea is bad. There would more than likely be quite a bit of work to get this stable.
Instead of making unrealistic ideas why don't you guys suggest that JC rework how items drop? However that might also be quite a bit of work going into the area of not worth the time it would take to invest.
There is a reason why this has been like this in game for 4+ years now.
Ignoring your usual trolling and just taking the leyman question regarding the coding:
What do you think is more complicated?
Implementing a check for every time an item drops or spawns to take into account all relevant (define relevant first!) objects and then calculating a valid (closest possible, not obstructed) point to drop an item?
Or change a check of the position of a dropped item in regards to the picking-up character from being equal (==) to a simple formula that any 4th grader learns in math, and that IS actually ALREADY implemented ingame and working!
Whoa! Ingame I say?! ...but ...but... how and where?!?
=> Ever used a stall? Isn't there the exact type of range check that we (well, everyone but you) are talking about here?
So thank you for bringing this up and proving that the mechanic is already implemented and would just need to be adapted to dropped items and pick-ables.
Thank you!