[CF-Devel] multistage map
   
   
   crossfire-devel-admin at archives.real-time.com
   
   
   crossfire-devel-admin at archives.real-time.com
       
   
   
   
   Fri Aug  8 01:12:52 CDT 2003
   
   
   
    
    
  
    
    tchize wrote:
>
     
     
     >
     
      Still need to code the fact a player can fall from the roof if not flying.
     
     
  Right, likewise if someone throws an object on the roof, it should end up on 
the lowest layer.
  But you're sure to get other issues, eg, in your example, the player on the 
roof wants to fire down on the player on the ground (bow, spell, whatever).
>
     
     
     >
     
      With this system we could create a bridge crossing another road. Players on 
     
     >
     
      the brige can easily cross people below since, technically, for the server 
     
     >
     
      the 'roof' and the ground are 2 different map (they just stack at visible 
     
     >
     
      part). Am convinced all this could give a bit of reality or even help create 
     
     >
     
      real 3D maze in maps quest since you will see exist but need to get up to 
     
     >
     
      reach :)
     
     
  But I'd guess to do a maze with under/over crossings, you'd basically need to 
maps, with exits all over the place leading to each other.  Certainly better 
than what you have now, but still not really simple to do.
  I'd be a bit curious on the implementation - is it simply a 'if no objects on 
this map, look at the map below', or is it more clever with respect to looking 
at the actual objects on the top layer to see if any are the floor, then the map 
below, etc?
_______________________________________________
crossfire-devel mailing list
     
     crossfire-devel at lists.real-time.com
     
     
     https://mailman.real-time.com/mailman/listinfo/crossfire-devel
     
     
    
    
    
    
   
   
    
    
    More information about the crossfire
mailing list