Perhapse an override 1 flag would be good, that way if anything conflicts between items of the same type then the override 1 arch wins, if there are more then 1 overrides that conflict the most restrictive arch with override 1 wins. --- David Delbecq < delbd at oma.be > wrote: > 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 > > > > > _______________________________________________ > crossfire mailing list > crossfire at metalforge.org > http://mailman.metalforge.org/mailman/listinfo/crossfire > __________________________________ Yahoo! Music Unlimited Access over 1 million songs. Try it free. http://music.yahoo.com/unlimited/