Re: [crossfire] Weather usability was: [Idea] Spells inmediate effects
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. > > > > ___ > crossfire mailing list > crossfire@metalforge.org > 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 crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] Weather usability was: [Idea] Spells inmediate effects
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. ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] Weather usability was: [Idea] Spells inmediate effects
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 > > ___ > crossfire mailing list > crossfire@metalforge.org > 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 crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
[crossfire] Weather usability was: [Idea] Spells inmediate effects
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 ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire