At some level, also have to decide how far this goes.
IMO, at its heart,
crossfire is an adventure type game, not a sim. The issue
being that we
probably can't be as good as a sim as a game dedicated for
that purpose. I'd
suggest getting the basics done first and worry about some
of the
On 9/28/05, Alex Schultz [EMAIL PROTECTED] wrote:
would enhance crossfire as a MORPG, because:
1) It increases player interaction by giving customizable maps that one
can invite others into without having to bother with guilds and their
storage rooms and such. IMO increased player interaction
Hello.
I just committed a change to the archetypes collect script collect.pl.in
that makes it easier to write and also read archetypes.
You can now use attacktype fire poison instead of computing fire +
poison is 1028.
You can even mix values and text (ie attacktype 1028 death to add
death to
Hello.
A while ago i added a ground positionning system, item that lets you
know your location in the world.
AFAIK you can only find it on mlab maps, it's not yet on other maps.
Unless someone objects with good arguments, i'll move the relevant code
to a Python script. Since it's not a mandatory
Nicolas Weeger wrote:
Hello.
I just committed a change to the archetypes collect script collect.pl.in
that makes it easier to write and also read archetypes.
You can now use attacktype fire poison instead of computing fire +
poison is 1028.
You can even mix values and text (ie attacktype 1028
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