I like the way point + logic in a script idea. --- Mark Wedel <[EMAIL PROTECTED]> wrote:
> Anton Oussik wrote: > > On 02/02/06, Mark Wedel <[EMAIL PROTECTED]> wrote: > >>> Also, how about setting up shipping routes and > roads by placing > >>> directors for transport on them? > >> Is the point here to have boats automatically > sail from point A to B, or to > >> give players a clue? > > > > Have boats/carts/horses sail automatically between > crossings of routes > > or roads when on a road. There would need to be > routes going in > > different directions, and sea routes would > probably not be optimal (so > > a person doing it manually could get there > faster). > > Well, we don't currently have that code. > > The idea of using movers never appeals to me that > much. > > I'd think this would be better done by scripting. > Instead of having to put > movers all over the place, a script with some basic > waypoints could be done > (move to x1,y1. Then move to x2,y2, etc) For most > routes, you'd probably only > need half a dozen or so waypoints (the script in > question would just go in > straight lines). A script also has the advantage it > could have some basic logic > to try to get around obstacles. > > If you just use movers, all it takes is one player > to park something along the > line of movers and you would get all the transports > piling up. > > > _______________________________________________ > crossfire mailing list > [email protected] > http://mailman.metalforge.org/mailman/listinfo/crossfire > __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com _______________________________________________ crossfire mailing list [email protected] http://mailman.metalforge.org/mailman/listinfo/crossfire

