2 questions - can we think about allowing player to swim in non-deep sea (near scorn port) and if so, make this movements very low (for geographical reasons) - If we suppose you can't swim in on grass (obvious) using move_block 8, what about grass with a piece of river above?? Tricky? that's because this flag is a per tile flag while it is set at the object level. Perhaps we could start start, apart from this patch, a discusion on the opportunity to move every square flag away from object to the map square itself. Or perhaps creating a mapsquare_flag object which override any map flag that could be set by other object. This mapsquare_flag object could be present not as an object but a a square properties in the editor. 1 Suggestion Is it faisable with current code to create a square that could be traversed by small creature but not by big one. eg: mice, ants, dogs, cats, and 'crouched' humanoids could get thru but not any thing bigger? other example: only mice, ants, dogs Other suggestion: a square that need a minimu size to get thru. Eg a 1m wall mice can't pass while any humanoid can naturally climb it? :D Any way, good job Mark, Regards, Tchize Mark Wedel a écrit : > > So I finished up the new movement code and did some basic testing, > and it > seems to work. > > In basic terms, now multiple move types (walking, fly_low, fly_high, > swimming). Spaces can block some or all of those. > > For compatibility, no_pass 1 blocks all of those. > > My basic test shows this work. One issue: > > Movement blockage has to be explicitly set. In other words, unless > something on the space explicity says you can't use movement type X, > you can use it. > > This matches previous behaviour, and for the most part, works fine. > > The issue here is swimming. As things sound now, you can't swim in > the ocean or rivers, because they have no_pass 1. However, since > pretty much all outdoor spaces don't set anything, it means you can > 'swim' through the desert. > > right now, this doesn't have any relevant meaning - there is no way > to get swimming movement type. One issue if you could is that > slow_move (old field) only slows down walking, not flying or swimming. > > It seems to me the proper way to fix this is to set all ground > objects to have move_block 8, so you can't swim through desert, > forests, etc. > > Any other thoughts? Notes? Questions? > > Also, feel free to try this out on my server: > > tavern.santa-clara.ca.us > > Do note this server is really only up for this testing. I put a > building next to the inn in scorn that has some test cases. > > > > _______________________________________________ > crossfire mailing list > crossfire at metalforge.org > http://mailman.metalforge.org/mailman/listinfo/crossfire >