>
> Essentially I'm asking what mechanism already exists in CEL (are quests
> sufficient) to have a state machine easily accessible by multiple
> components
> for various actions like,
>
> 1. Can register more than one state- object can be in multiple states
> which
> can be removed individually. Like attacking, jumping and analogmotion.
The quest manager in CEL only has one active state at a time.
> 2. Ruleset to describe what action to execute in what components
> depending
> on existing states.
> Component can then ask permission to register a state- if the ruleset
> rejects the new state then the action doesn't get performed.
I don't think the quest system is really usable for this.
I don't think anything in CEL can be used for this.
Greetings,
--
Project Manager of Crystal Space (http://www.crystalspace3d.org)
and CEL (http://cel.crystalspace3d.org)
Support Crystal Space. Donate at
https://sourceforge.net/donate/index.php?group_id=649
Visit my town at http://waldir.myminicity.com/
-------------------------------------------------------------------------
Sponsored by: SourceForge.net Community Choice Awards: VOTE NOW!
Studies have shown that voting for your favorite open source project,
along with a healthy diet, reduces your potential for chronic lameness
and boredom. Vote Now at http://www.sourceforge.net/community/cca08
_______________________________________________
Cel-main mailing list
Cel-main@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/cel-main