ID:1594932
 
(See the best response by Lige.)
I've noticed these larger icons in my coding all lack density except for one 32x32 square. some are large doors so i cant just use filler density turf. plz help

Best response
You should look into bound_width and bound_height.

If you're using tile movement, make sure to use multiples of world.icon_size when setting the values, otherwise it'll kick in to pixel movement.

If you're using pixel movement, don't forget to set bound_x and bound_y when needed.
im kind of new to byond coding so youll have to bear with me, but im still not getting it. Is there a way to make the entire width of my door dense or do i have to preset everything to 64x64? but then wouldnt my smaller icons have 64x64 density/opacity

Also, I'm using pixel movement, but everything is in multiples of 32


Next to where you've set the door's density to 1, create a new line and change the bound_width variable to equal 64. That will change the invisible bounding box around the door so that it's 64 pixels wide.

Example:
obj/Door //defines the door
density=1 //sets the door to be dense
opacity=1 //sets the door to be opaque
bound_width=64 //sets the door to be 64 pixels wide rather than the default tile size which is 32 unless defined.
In response to Legacy of Caine
Thats what I tried after Lige's post. Still no difference.
In response to Legacy of Caine
Yeah after lige mentioned the bound_width we tried throwing it in just like density, opacity, etc but no luck. Still only a 32x32 piece thats dense and opaque.
Can you copy and paste what exactly you put? Because that should definitely work unless you've got something conflicting with it. Do you have two instances of the same door in the code or anything? Are you using a character icon that isn't properly aligned or anything that would effect it?
In response to Legacy of Caine
Heres my entire source. Not much since i started last night
world/mob = /mob/M
mob/M
Login()
src.icon = 'Revbot.dmi'
src.loc=locate(5,6,1)
src.step_size = 8
usr<< sound('escapetower.mid')
Bump(atom/A)
if(istype(A, /obj/door))
var/obj/door/door = A
door.open()

turf
Tfloor1
icon = 'Turf.dmi'
icon_state = "ft1"
Bfloor1
icon = 'Turf.dmi'
icon_state = "fb1"
Tfloor2
icon = 'Turf.dmi'
icon_state = "ft2"
Bfloor2
icon = 'Turf.dmi'
icon_state = "fb2"
Tfloor25
icon = 'Turf.dmi'
icon_state = "ft2.5"
Rfloor1
icon = 'Turf.dmi'
icon_state = "fr1"
Lfloor1
icon = 'Turf.dmi'
icon_state = "fl1"
Rfloor2
icon = 'Turf.dmi'
icon_state = "fr2"
Lfloor2
icon = 'Turf.dmi'
icon_state = "fl2"
Lfloor25
icon = 'Turf.dmi'
icon_state = "fl2.5"
cmlt
icon = 'Turf.dmi'
icon_state = "mtl"
cmrt
icon = 'Turf.dmi'
icon_state = "mtr"
cmrb
icon = 'Turf.dmi'
icon_state = "mbr"
cmlb
icon = 'Turf.dmi'
icon_state = "mbl"
wallruin
icon = 'Walls.dmi'
icon_state = "ruinwallside"
density= 1
wallruinceiling
icon = 'ceiling.dmi'
icon_state = "1"
density= 1
Nothing
icon = 'ceiling.dmi'
icon_state = "b"
density= 1
opacity = 1
density
density = 1

obj
door
name = "Door"
var
open

ruindoor
icon = 'Ruin Door.dmi'
icon_state = "closed"
density = 1
layer = 4
opacity = 1
bound_width = 64
bound_height = 64
proc
open()
if(!open)
view(10) << sound('sfx-ruindoor-open1.wav')
flick("opening", src)
icon_state = "open"
open = 1
density = 0
opacity = 0
sleep(60)
view(10) << sound('sfx-ruindoor-close1.wav')
flick("closing", src)
icon_state = "closed"
density = 1
open = 0
opacity = 1
hole
name = "Hole"
icon = 'Walls.dmi'
icon_state = "hole"


my step_size = 8 too but that shouldnt effect it right?
Do you have a map_format defined?
no please elaborate
i played with the map_format. nothing there seemed to help
still unsolved
it works other than ONLY being opaque and dense on the small 32x32 spot in bottom right corner