Re: [crossfire] Buildable Land Plots

2005-09-28 Thread Nicolas Weeger
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

Re: [crossfire] Buildable Land Plots

2005-09-28 Thread Brendan Lally
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

[crossfire] Improved collect.pl script

2005-09-28 Thread Nicolas Weeger
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

[crossfire] moving gps code

2005-09-28 Thread Nicolas Weeger
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

Re: [crossfire] Improved collect.pl script

2005-09-28 Thread Alex Schultz
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