> The problem with diablo type teleporters is you need some mechanism to say > this is an OK place to teleport to. The current town portal code probably won't > work, as most likely your target teleporter will disappear (map reset) over > time. That works fine for town portal - can't portal into the treasure chamber. > > My understanding with diablo is they specially place various checkpoints, > which is what you can then teleport to. Crossfire could do the same thing, but > if we're going to do that, why not just put teleporters out there (one could > arguably doing something like checkpoints right now pretty simply - have the > checkpoint object insert a marker into the player object. That marker then lets > the player activate a teleporter in town that gets them there). Diablo is a very linear game - there is one main plot and you follow it with minor sidetracking - if you wanted to do a similar thing to the Diablo waypoints in Crossfire then you would need hundreds of them... and a way to manage hundreds of them (remember Diablo 2 only has something like 5-6 waypoints in each of the 4(?) main area levels) What's so wrong with the existing transportation methods? Boats, dragons, guild portals. If there is a real popular location missing it can be added really easily... Remember Bigworld is fairly underdeveloped right now, but there are inns and shops being build out there - hopefully it won't be as necessary to haul yourself back and forth from Scorn all the time. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel