[CF-Devel] On teleportation

crossfire-devel at archives.real-time.com crossfire-devel at archives.real-time.com
Tue Oct 28 04:55:17 CST 2003



On Tue, 28 Oct 2003, Todd Mitchell wrote:

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      >   The problem with diablo type teleporters is you need some mechanism to say
     
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      > this is an OK place to teleport to.  The current town portal code probably won't
     
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      > work, as most likely your target teleporter will disappear (map reset) over
     
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      > time.  That works fine for town portal - can't portal into the treasure chamber.
     
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      >   My understanding with diablo is they specially place various checkpoints,
     
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      > which is what you can then teleport to.  Crossfire could do the same thing, but
     
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      > if we're going to do that, why not just put teleporters out there (one could
     
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      > arguably doing something like checkpoints right now pretty simply - have the
     
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      > checkpoint object insert a marker into the player object.  That marker then lets
     
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      > the player activate a teleporter in town that gets them there).
     
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      Diablo is a very linear game - there is one main plot and you follow it
     
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      with minor sidetracking - if you wanted to do a similar thing to the
     
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      Diablo waypoints in Crossfire then you would need hundreds of them...
     
     

D-style means one thing: You have to go to the particular place before
being able to teleport there. How many teleporter the big world maps need
does not concern this. (Oh yeah, big world map should have hundreds of
teleporters, I agree :-D )
(Besides, some base code for that would be useful later on anyway... Well
it requires some markers put on players. Dunno if there were any limit of
that. There are -at least- two examples in the game already (Ancient
Pupland and the Hero of Scorn thing, the latter seems not to be working
after a while tho).)
I think this type of teleportation would be perfect for experienced
players and would force newbies (and pro players in new areas) to do some
"gaming" except "hunting rampage".

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      and a way to manage hundreds of them (remember Diablo 2 only has
     
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      something like 5-6 waypoints in each of the 4(?) main area levels)
     
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      What's so wrong with the existing transportation methods? Boats,
     
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      dragons, guild portals.  If there is a real popular location missing it
     
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      can be added really easily...  Remember Bigworld is fairly
     
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      underdeveloped right now, but there are inns and shops being build out
     
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      there - hopefully it won't be as necessary to haul yourself back and
     
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      forth from Scorn all the time.
     
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