[SUPPORT] Advanced Turn Based Tile Toolkit

Alright, experiments were made and here I bring my results to you, and friends! Keep in mind that this isn’t so much a plead for a fix, but more of “how does this work” kind of questions. The more we know about the inner workings of sth, the better chances we’ll have of using the tool to its max capacity. I welcome anyone to comment and enlighten me on this matter:

(open image for a larger preview)

If I have CheckForWalls enabled, my CheckForWallsHeight needs to be at least over 37.5 for the unit to be able to climb the stairs. However, my unit is able to cut through from tile H525 to the floor above (img B), something which I would not like. If I replace the slope for a sudden drop (img C), top floor is inaccessible. Then I tried making this vertical drop super small (img D & E), and interestingly enough, top floor remained inaccessible. Even more interesting, if the slope is slightly altered in any way (img F), results are the same as C, D & E.

  1. Why does CheckForWallsHeight need to be at least over 37.5? It makes no sense to me. If the value should be just the height offset between neighbor tiles (the same description as HeightImpassableCutoff afaik), value should be at least over 150.
    If a line is being traced from center to the next center, should it not be bumping into a wall at tile H525 to tile H600 in img B?
  2. CheckForWallsHeight overrides HeightImpassableCutoff when TraceForWalls (TFW) is active, correct? If TFW is on, top floor is inaccessible in C & E, whereas if TFW is off, top floor is accessible in those same situations. For this reason, if I planned to have a more complexly modeled map (like, say, model the individual steps in my stairs), perhaps having TFW On would be more trouble than help, don’t you agree?
  3. The ONLY way a smooth slope will override the effects of CheckForWallsHeight is if it is a PERFECTLY interpolated slope? In img F, if I add an edge to the H525 slope and ever-so-slightly incline it downwards, the top floor becomes inaccessible. If it’s that specific, and if I’m not missing something else here, I really have a hard time imagining what real-life scenarios such a feature would truly be useful in, unless your map is entirely made of primitive, minimalistic shapes.