Re: [crossfire] Keeping capitalization consistent in maps
On 2013-03-19 05:18, Kevin Zheng wrote: Proper nouns should be capitalized, but Arena Guard appears capitalized. On the other hand, ticket vendor is not capitalized. Where do we typically draw the line between a generic noun and a proper noun? There is also a long-standing problem that there are objects which are keys and objects which are Keys. Same with swords and some other categories. This of course comes up with the command line commands like drop. -- /* * * Otto J. Makela o...@iki.fi * * * * * * * * * */ /* Phone: +358 40 765 5772, ICBM: N 60 10' E 24 55' */ /* Mail: Mechelininkatu 26 B 27, FI-00100 Helsinki */ /* * * Computers Rule 0100 01001011 * * * * * * */ ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
[crossfire] Time delay in maps
Hi, I'm trying to implement time delay in one of the maps I'm working on. Unfortunately, I have no idea how to approach this. I suspect I have to do something in Python, but I've never done this before, either. Basically, a magic ear will activate a connection, which needs to start a timer. When the timer runs out, it should activate a different connection that opens a door. Any suggestions? Thanks, Kevin Zheng ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] Keeping capitalization consistent in maps
On 03/19/13 01:39 AM, Otto J. Makela wrote: On 2013-03-19 05:18, Kevin Zheng wrote: Proper nouns should be capitalized, but Arena Guard appears capitalized. On the other hand, ticket vendor is not capitalized. Where do we typically draw the line between a generic noun and a proper noun? There is also a long-standing problem that there are objects which are keys and objects which are Keys. Same with swords and some other categories. This of course comes up with the command line commands like drop. For normal objects (swords, keys, etc) I would say they should all be lower case. Normal English would dictate that things like Arena Guard, ticket vendor, etc, should all be lower case, since as noted, they are not proper nouns. OTOH, if other conversations refer to these NPCs, it would be nice to give them a proper if a particular one has to be talked to, eg, 'talk to arena guard John'. Otherwise, if there are 5 'arena guards', but only the 'Arena Guard' holds a conversation, that just gets confusing. ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] Time delay in maps
On 03/19/13 09:55 AM, Kevin Zheng wrote: Hi, I'm trying to implement time delay in one of the maps I'm working on. Unfortunately, I have no idea how to approach this. I suspect I have to do something in Python, but I've never done this before, either. Basically, a magic ear will activate a connection, which needs to start a timer. When the timer runs out, it should activate a different connection that opens a door. Any suggestions? In the past, people did things like this with clever use of boulders, connected spike traps, etc. I'm not sure if there is any simple way to do this. The way it works with boulders is that first connection (magic ear) activates the spikes under the boulder. IIRC, you can set the speed of the spikes, so can control the timing to some extent. The spikes push the boulder onto a button which then activates the next step (could be another set of spikes with another boulder). The initial spikes, button, and boulder are in a hidden 1x2 room so that the boulder can only get pushed onto the spikes. Now if you want this to reset in some time, you then need a set of spikes beneath the boulder to push it back to its original location (and some logic to lower those initial spikes). Or you could do with this with a script - I'm not sure the details, but I'd certainly imagine something like having the script tied to some normally inactive object that is linked to that ear. On magic ear activation, the script updates the speed of another object to be non zero, and based on the speed and speed_left value and pretty precisely set a time. When that second object gets an action, it runs a different script/pushes a different button. This could probably be done in one object by toggling the speed - one just has to also design that script to behave properly if it gets activated multiple times. ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire