08-13-2013, 01:34 AM 
	
	
	
		tried three blocks thick, and 1st, second and third layer (just in case), and putting the player ON an impassable, and dude just runs himself into the wall repeatedly.  
	
	
	
	
	
 
	|  Veiw Range Script | 
| 
		
		
		08-13-2013, 01:34 AM 
	
	 
		tried three blocks thick, and 1st, second and third layer (just in case), and putting the player ON an impassable, and dude just runs himself into the wall repeatedly.    
		
		
		08-13-2013, 01:53 AM 
	
	 
		perhaps then you have done something wrong? Try putting the player, a wall, and the enemy in a straight line and see what happens.
	 
		
		
		08-13-2013, 07:01 AM 
	
	 
		oh my, it IS peeking diagonally. did the single box in front, and it didn't register, but tried C = character B = impassable object E = event C .....B ..........E and it found me. edit: this set up doesn't like spaces. edit again: nope, that wasn't the cause either. seems to just plain act weirdly. character encased in a square of impassable blocks 7x7 with an open center, or a single square diagonally, it'll see it. but with a single line of blockes, it won't, until the y axis is next to each other. say at the end of a wall 7 long, when... C ..BBBBBBB ..................E it won't see, but CBBBBBBB ...................E it will. 
		
		
		08-13-2013, 06:03 PM 
	
	 
		I knew it! See, what is happening is this: ![[Image: vfaEb.png]](http://i.stack.imgur.com/vfaEb.png)  when it should be doing this: ![[Image: XB639.png]](http://i.stack.imgur.com/XB639.png)  Once I get home from work I'll show you the algorithm that checks for blocked tiles, instead of checking if a direct line is blocked. 
		
		
		08-13-2013, 10:39 PM 
	
	 
		again, you have to remember the part that's really messed up, is it's also detecting like... ******* ******* ***C*** ******* ******* where * = impassable block. and that shouldn't happen. at all. 
		
		
		08-13-2013, 10:55 PM 
	
	 
		Does this help any? Code: #----------------------------------------------------------------------------
		
		
		08-14-2013, 03:29 AM 
	
	 
		makes sense, up until i'm not sure what to do with it. do I form a class for it, and a branch call if true, is it supposed to plug into the script this forum regards? i'm working on the first idea until I know lol
	 
		
		
		08-14-2013, 05:08 AM 
	
	 
		sorry, I didn't know you weren't as script-savy as I am (actually I was just too lazy after work and hoped you would just magically know what to do) Try replacing vr_in_range? with this: Code: #--------------------------------------------------------------------------
		
		
		08-14-2013, 05:47 AM 
	
	 
		sorry x.x  all self taught on this so far, most of my strength lies in rewriting from a base, and then modifying it. very few things have I actually scripted from scratch. that makes much more sense now xD 
		
		
		08-14-2013, 06:16 PM 
	
	 
		I still do that a lot, if only because it is easier. It's why I like to hang out here; Save-Point has the highest number of bug free scripts out of all of the RPG Maker communities I've seen on the internet. Lemme know if that edit works for you. | 
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