Re: [crossfire] New plugin: citylife - help needed

2008-02-03 Thread Juha Jäykkä
If I'm running a private server and don't log in for a few days, it would be annoying for all the shops to be closed. This should not be a problem: it should be easy to only count active ticks (i.e. ticks when someone is actually logged on to the server) when considering which shops thrive

Re: [crossfire] New plugin: citylife - help needed

2008-02-03 Thread Nicolas Weeger
Out of curiosity, how hard would it be for city life to animate other things that are not NPCs? Am thinking along the lines of tumbleweed, whirlwinds, leaves and such. Not sure it is a suggestion yet. Was also thinking of objects the player might be able to walk on rather than have them be

[crossfire] Player accounts, new player creation mechanism

2008-02-03 Thread Nicolas Weeger
Hello. Here is a proposition for new player account mechanism and character management. To be clear: * player = human playing on Crossfire * character = ingame character When connecting to a server, a player can create or log in to an account. This account is linked to characters, and the

[crossfire] Map logical linking

2008-02-03 Thread Nicolas Weeger
Hello. One issue I have with maps is that sometimes you have no clue what quest or thing they are linked to. Example: I was browsing (in the editor) maps in Navar, and discovered some quest spawning various maps, with keys in one or the other, but no idea where to find other maps. So I'd

Re: [crossfire] New plugin: citylife - help needed

2008-02-03 Thread Lalo Martins
Also spracht Juha Jäykkä (Sun, 03 Feb 2008 10:29:38 +0200): This is more difficult. Perhaps the npcs themselves could help with this? Perhaps the npcs could be made to go to the shops as well? They might not need to buy anything, just enter and exit. Also, their influence in determining

Re: [crossfire] Player accounts, new player creation mechanism

2008-02-03 Thread Mark Wedel
Nicolas Weeger wrote: Hello. Here is a proposition for new player account mechanism and character management. Note that this has been discussed a lot before on mailing list on wiki - probably good to look there for some starting points on this. To be clear: * player = human playing

Re: [crossfire] Player accounts, new player creation mechanism

2008-02-03 Thread Kevin R. Bulgrien
When connecting to a server, a player can create or log in to an account. This account is linked to characters, and the player can manage (add, delete, maybe other things) them. this is a step that is not there right now - I'd like a little more information on why to add an account that

Re: [crossfire] Player accounts, new player creation mechanism

2008-02-03 Thread Kevin R. Bulgrien
Here is a proposition for new player account mechanism and character management. To be clear: * player = human playing on Crossfire * character = ingame character When connecting to a server, a player can create or log in to an account. This account is linked to characters, and the