[Crossfire-wiki] [Crossfire DokuWiki] page changed: map-technical
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no-reply_wiki at metalforge.org
Wed Oct 17 21:38:20 CDT 2007
A page in your DokuWiki was added or changed. Here are the details:
Date : 2007/10/17 21:38
User : kbulgrien
Edit Summary: Add a couple section headings for Layers and Visibility
@@ -127,8 +127,10 @@
When loading a map from disk, the server will keep the same stacking order as set in the map. Note however that multipart (big) objects are handled specially - because only the head of the object is saved, the stacking for the non head objects is always right above the floor. So if you put a troll down, with its head above a sword, when the rest of it is linked in, those other parts will be below any items on the ground.
Additional objects put on the space during play will generally be in stack order - newest object is on top. The one real exception is that flying objects (spells typically) will always be put on the top of the space, and then followed by non flying objects. So if a sword is dropped on a space with a bunch of active spell objects, within the server stacking, the sword will be below the spell objects, but above other objects on the space.
+
+ ====Layers====
This ordering of objects in the server has little relation to how things appear in the client. With the client (and map2 protocol command), there are 10 visible layers, displayed in following order (from bottom up):
Floor (by definition, nothing beneath a floor is visible)
@@ -145,8 +147,10 @@
There can be other cases where map maker want to change layering. A current case is levitation boots - because they seem to fly, they would normally always be drawn on top of other objects. The archetype sets the map_layer flag to item, so that they will be drawn with the rest of the pickable objects.
In cases of there being more objects of a type than can be displayed on a space, the first fallback is to look at the visibility of the defined face. Visibility is a face, not object, attribute, but is used when certain objects should take viewing precedence over others. An example of its use is buildings and exits - you pretty much always want those visible, even if there are other non-pickable objects on the space (or a player casts some runes).
+
+ ====Visibility====
If the visibility for the face is the same, the last fallback is server (map) stacking. In this case, the object on the top of the stack will take precedence of objects further down. Note however that visibility is always used to put important objects higher on the space as far as the clients sees them. For example, suppose we have the following space with objects with the hypothetical visibilities:
mace (50)
IP-Address : 70.254.34.228
Old Revision: http://wiki.metalforge.net/doku.php/map-technical?rev=1192674911
New Revision: http://wiki.metalforge.net/doku.php/map-technical
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