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