> 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 > certainly see cases of the teleporter shops in different towns even > being a bit different (eg, the one in navar city may have some > 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 > - 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 :) > I believe this is already done. The weather code has to rely on that > for seasons and what not. > > The other reason to disallow user supplied coordinates: There are some > maps, lake county comes immediately to mind, but probably places like > pup land also, where movement on the map itself is restricted, eg, it is > 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' _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel