[CF-Devel] On teleportation
crossfire-devel-admin at archives.real-time.com
crossfire-devel-admin at archives.real-time.com
Wed Oct 22 03:44:11 CDT 2003
>
But that doesn't tell you position on the map. And arguably, the
>
mapinfo command could be removed or otherwise more hidden (eg, have a
>
map name in the map header, and display that instead of the map path).
Side note: maby maps don'' seem to have a descriptive name. That should
be fixed first :)
>
Not really true. It means if you want to add that gate and have it
>
accessible, you need to update the teleporter shop. But one could
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certainly see cases of the teleporter shops in different towns even
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being a bit different (eg, the one in navar city may have some
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destinations that are more in its local vicinity).
Sounds reasonable. But it would be nice to have in each town teleporters
to other main towns.
>
Also, I'd expect the teleporters in the shops to be one way teleporters
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- they will get you there, but you need some other way to get back.
Yes, I was seeing this like that too. Else word of recall / town portal
are less fun :)
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I believe this is already done. The weather code has to rely on that
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for seasons and what not.
>
>
The other reason to disallow user supplied coordinates: There are some
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maps, lake county comes immediately to mind, but probably places like
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pup land also, where movement on the map itself is restricted, eg, it is
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part of a quest or something to be able to get to a certain space on the
>
map. If the user could supply coordinates, they could easily bypass any
>
such checks.
I was thinking of teleporting in /world maps only. Are Lake County /
Pupland there now?
But yes, some checking should probably be done...
Nicolas 'Ryo'
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