Daza wrote:My character can move up a few times and then seems to get stuck, there is a two block gap between the tables so i should be able to move there and the doors on the adjacent squares are portal doors which ive already selected the destination to other rooms i have created.
When you first wrote that your PC got stuck, I thought you meant the game was freezing your computer!
Now I'm not familiar with ACK, but I can give you my advice from other things and from over 3 decades of programming in more than a dozen languages.
But i cannot work out why the PC gets stuck and i cannot move at all, but the game hasn't frozen because i can still look into my inventory or look etc.
I'm going to repeat/rephrase back what I think you said, and if any of my points are incorrect, point it out; it might help someone better experienced in this to debug your problem.
Right now you have the premise that your character is stuck, because once you get into the spot, you can't get it back out.
Since I don't know the game or the programming environment I'm not familiar with it, so I have to ask questions or make suggestions.
1. Is there a 'sticky bit' or capability of making a square such that you either can't get out of it or it's one way, you can go through in one direction but not back? Could you have somehow set that on both entrances so that both are one-way in, and thus you can't exit?
2. Is the space large enough? When designing maps in DOOM, you had to be sure the distance of a floor from top to bottom was at least, I think, 64 inches or you couldn't enter that room, or you'd get stuck. Are you sure the width you're using is enough?
3. Could there be a hidden or not obvious 'bottleneck' problem if the path is only 1 or 2 squares such that attributes (such as impassibility) could 'bleed' into a nearby square? Maybe the square must be clear on all 8 sides or it has some blocking effect?
4. Try creating a new room similar to this with excessively wide spaces for the pass-through route, start with 8 squares wide, then 7 wide and so on down to 1, and see if the problem reproduces. Maybe it looks like you only need 1 or 2 spaces but for technical reasons you need 3.
5. Or the alternative that the default is you can't move through that square and you haven't enabled it? That's why I suggest doing a fresh one (in item
4) with several exits of much larger spaces and see if the problem is repeated.
6. Perhaps the square pattern looks like it's passable but its value indicates its impassible. In Duke Nukem 3d, one texture is used for an electrified area (like the electric chair or a subway train path), step on a sector using that texture on its floor and you get a health loss every second as long as you stay on it. Another texture was the lunar surface, step on a sector using it with a parallax ceiling and you die instantly. Perhaps there are blocking squares that look exactly the same as some non-blocking ones.
7. Maybe the door square requires a minimum 2 square open space in front of it because the (imaginary or invisible) door swings through that area, and the door is blocking the path because there's not enough room to get by, and your character gets (invisibly) caught in the door and can't get out?
8. Same idea as I expressed in #
4, but this time for #
7, make the space between the exit door and the path two squares high instead of one.
Perhaps this will help until someone more familiar with ACK can offer you more advice.