[Crossfire-wiki] [Crossfire DokuWiki] page changed: dev:objects

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Wed Jun 20 15:06:40 CDT 2007


A page in your DokuWiki was added or changed. Here are the details:

Date        : 2007/06/20 15:06
User        : ryo
Edit Summary: update

@@ -1334,20 +1334,18 @@
  | connected | value to to push |
  | no_pass | if set, you can only pass through that space if you be allowed to (depending on last_sp determines if having/not having is the match criteria). If no_pass is 0 (default), then the inventory only acts as a trigger/button |
  
  General usage notes:  Putting a check_inventory space in front of a gate with another on the other side works reasonably well as a control mechanism.  Note, however, that other people may still be able to slip by.  To get around this, use the no_pass to 1, and put it in the space you want to control (probably makes sense to put a fake door or other object there to make it a little more obvious what is going on.)
- 
  
  ==== Detector ====
  
- This object samples the square its in, and if it finds an object named in the slaying field, it toggles its connected value.  Detectors are a lot like pedestals - the only really difference is that they sample the space periodically, where as pedestals will get triggered the instant something is dropped.  The use for pedestals is to add some indeterminate time delay (indeterminate since you can never be sure at what point in its timing the player will actually drop something on the detector.)  Personally, I don't see much if any use for detectors.  (The author of this last sentence didn't realize that if you blow a spell over a detector, it may be detected, but a pedestal won't notice it.)
+ This object samples the square its in, and if it finds an object named in the slaying field, it will trigger other objects. Detectors are a lot like pedestals - the only really difference is that they sample the space periodically, where as pedestals will get triggered the instant something is dropped.  The use for pedestals is to add some indeterminate time delay (indeterminate since you can never be sure at what point in its timing the player will actually drop something on the detector.)  
  
- | slaying | name of the thing the detector is to look for. FORCEs with slaying fields matching slaying field of detector will be detected |
+ | slaying | name of the thing the detector is to look for. FORCEs with slaying fields matching slaying field of detector will be detected if hp is set. SPECIAL_KEY with slaying field will match when on the ground (not in inventory). If equals ''player'', will detect players |
  | speed | time between samples |
  | connected | connected value of detector |
- | sp | 1 if detection sets buttons, -1 if detection unsets buttons |
- | hp | 1 if it is to search through an inventory of an object sitting over it FIXME and 0? |
- 
+ | sp | 1 if detection sets buttons, another value if detection unsets buttons |
+ | hp | non zero if it is to search through an inventory of an object sitting over it. Note that the search only goes in the direct inventory, not recursively in all inventories |
  
  ==== Marker ====
  
  This object inserts a FORCE into a player who stands on it. This force does nothing except contain a string in its slaying field which can be discovered by a detector.  


IP-Address  : 82.236.87.204
Old Revision: http://wiki.metalforge.net/doku.php/dev:objects?rev=1177232213
New Revision: http://wiki.metalforge.net/doku.php/dev:objects

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