Re: [crossfire] Weather usability was: [Idea] Spells inmediate effects

2006-03-24 Thread Miguel Ghobangieno
Well eventually there will be a swim abillity IIRC.
allow projectile would be better to be set. Would only
need to set it on the water arches.

--- Mark Wedel <[EMAIL PROTECTED]> wrote:

> Miguel Ghobangieno wrote:
> 
> > Oh I'd like to beable to set it so arrows, bolts,
> and
> > shooting spells can traverse water. Could we have
> new
> > movement types: arrow(or projectile) etc.
> projectile
> > probably would be fine. I tried to do it my self
> > hoping that the movement code used key value... :(
> 
> It seems you are mixing two things here - the
> movement type, and what can move 
> onto the space.
> 
>   Adding new movement types isn't hard, but the
> blocking for many arches would 
> have to be updated.And I'm not sure that having
> a whole bunch of movement 
> types is the correct approach (one problem that can
> still happen even in that 
> model is someone creates an object that gives player
> the projectile movement).
> 
>   To me, the right approach would be to add some new
> flags - we already have 
> things like no magic, so extend that with things
> like no_player and/or no_monster.
> 
> 
> 
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Re: [crossfire] Weather usability was: [Idea] Spells inmediate effects

2006-03-22 Thread Mark Wedel
Miguel Ghobangieno wrote:

> Oh I'd like to beable to set it so arrows, bolts, and
> shooting spells can traverse water. Could we have new
> movement types: arrow(or projectile) etc. projectile
> probably would be fine. I tried to do it my self
> hoping that the movement code used key value... :(

It seems you are mixing two things here - the movement type, and what can move 
onto the space.

  Adding new movement types isn't hard, but the blocking for many arches would 
have to be updated.And I'm not sure that having a whole bunch of movement 
types is the correct approach (one problem that can still happen even in that 
model is someone creates an object that gives player the projectile movement).

  To me, the right approach would be to add some new flags - we already have 
things like no magic, so extend that with things like no_player and/or 
no_monster.



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Re: [crossfire] Weather usability was: [Idea] Spells inmediate effects

2006-03-22 Thread Miguel Ghobangieno
It has some new bugs where things become blocking on
reload too. Thus I flush my saved weather overlays
every so often. This bug came after the new movement
types.

Oh I'd like to beable to set it so arrows, bolts, and
shooting spells can traverse water. Could we have new
movement types: arrow(or projectile) etc. projectile
probably would be fine. I tried to do it my self
hoping that the movement code used key value... :(

--- Alex Schultz <[EMAIL PROTECTED]> wrote:

> Miguel Ghobangieno wrote:
> 
> >Weather code is usable. I use it, albit on level 4
> >now.
> >
> However there are still some bugs such as
> disappearing things, and in 
> many ways the results are too extreme and granular.
> I am not sure, but 
> for this, I blame extreme elevation values (which
> happen to be a little 
> corrupted across bigworld, but too extreme anyways).
> In addition, the weather code is not usable in
> anything other than 
> bigworld, as in, not usable for temperature and such
> in smaller maps.
> 
> Alex Schultz
> 
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[crossfire] Weather usability was: [Idea] Spells inmediate effects

2006-03-21 Thread Alex Schultz
Miguel Ghobangieno wrote:

>Weather code is usable. I use it, albit on level 4
>now.
>
However there are still some bugs such as disappearing things, and in 
many ways the results are too extreme and granular. I am not sure, but 
for this, I blame extreme elevation values (which happen to be a little 
corrupted across bigworld, but too extreme anyways).
In addition, the weather code is not usable in anything other than 
bigworld, as in, not usable for temperature and such in smaller maps.

Alex Schultz

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