[crossfire] New movement code.
Mitch Obrian
mikeeusaaa at yahoo.com
Fri Oct 14 08:42:29 CDT 2005
Sounds good, should be easy enough to set the proper
permissions on the ground arches (2 hrs with nedit, 2
min with regex).
--- Mark Wedel <
mwedel at sonic.net
> wrote:
>
>
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
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on the space explicity says you can't use movement
>
type X, you can use it.
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>
This matches previous behaviour, and for the most
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part, works fine.
>
>
The issue here is swimming. As things sound now,
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you can't swim in the ocean
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or rivers, because they have no_pass 1. However,
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since pretty much all outdoor
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spaces don't set anything, it means you can 'swim'
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through the desert.
>
>
right now, this doesn't have any relevant meaning
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- there is no way to get
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swimming movement type. One issue if you could is
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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
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set all ground objects to have
>
move_block 8, so you can't swim through desert,
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forests, etc.
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Any other thoughts? Notes? Questions?
>
>
Also, feel free to try this out on my server:
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>
tavern.santa-clara.ca.us
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Do note this server is really only up for this
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testing. I put a building next
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to the inn in scorn that has some test cases.
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>
>
>
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