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Its like body size is being replied randomly or something, not sure. Like I said, I use a lot of mods, including things like Combat Extended, which can change how things work.
Closeboard and Brick fence (tall) is considered as a wall. If you're using those, that may just be the reason. If not, tell me the fence you're using. I may have botched one of the fences.
Can't say for sure, but it's likely that you have a mod that changes a pawn's perspective towards impassable buildings, or possibly the building's fill percent.
No problem, I needed to recheck anyways since the release was a bit rushed. I didn't get a full field test on all fences, so it's good that you came up.
Bullets track their height as part of their trajectory. When hitting a pawn this will affect where the bullet hits, i.e. someone crouching behind sandbags can only be shot in the head, so make sure you wear your protective helmet.
Do fences work nice with that?
ETA: Aside from this little quirk, I love the mod. Thank you!
Thanks for notifying! It seems I've screwed up big time with the gates' code and may need to be remade. Hopefully I'll get it fixed by today or tomorrow.
After some testing, I've come to a conclusion that those problems aren't something I can easily fix.
-Any object that is PassThroughOnly or Standable will not be able to connect to gates, even regular doors.
-Door types has a default of horizontal position, therefore it isn't something I can easily modify.
In order to fix those, I have to copy and modify some base building stuff that I'm not very familiar with. This problem is connected to the reason why doors can't be rotated and why gates have a vertical version.
Also, I checked if changing manually fixes it. After five retries, I've concluded that it does. Double check if the value you changed is saved before exiting.
I'm very sorry that I'm not able to fix it (at the moment). Hopefully, once vacation starts, I can look into it more further.
https://prnt.sc/pqxu9w
Sadly, that's just how it works. It's the same with walls. It's just not visible on them because they fill the whole block. I'm not knowledgeable enough on the Core's code (or C# in that matter) to make a workaround. I'm sorry if it's not visually pleasing, even I'm annoyed with how it works.