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 <[EMAIL PROTECTED]> 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
> > [email protected]
> >
>
http://mailman.metalforge.org/mailman/listinfo/crossfire
> >
> 
> 
> _______________________________________________
> crossfire mailing list
> [email protected]
>
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> 



                
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