[crossfire] New movement code.
Mitch Obrian
mikeeusaaa at yahoo.com
Fri Oct 14 10:14:01 CDT 2005
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.
>
>
>
>
>
>
>
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>
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>
>
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>
>
>
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>
>
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