[CF-Devel] Suggestion: map flag for town portal

crossfire-devel at archives.real-time.com crossfire-devel at archives.real-time.com
Sat Feb 21 23:18:21 CST 2004


David Delbecq wrote:
>
     
      -----BEGIN PGP SIGNED MESSAGE-----
     
     >
     
      Hash: SHA1
     
     >
     
     
     >
     
      Le Vendredi 20 Février 2004 10:11, Tim Rightnour a écrit :
     
     >
     
     
     >>
     
     On 20-Feb-04 tchize wrote:
     
     >>
     
     
     >>>
     
     And it looks more natural to forget a location as time goes than to
     
     >>>
     
     forget location because of a map reset.
     
     >>
     
     
     >>
     
     So tell the player he forgot because too much time passed.  What we do
     
     >>
     
     internally, and what we tell the player we do, don't necc. have to be the
     
     >>
     
     same thing.
     
     >>
     
     
     >
     
     
     >
     
      Agree. But i don't like the idea of flagging because this mean you have to 
     
     >
     
      find all places where there are potential treasures and flag the 
     
     >
     
      corresponding map. Lots of work. Considering all maps as flagged is more easy 
     
     >
     
      to implement. Now, idead whe can tell the player it has forgotten wher to go 
     
     >
     
      when map to connected is is going to be reloaded from map path (and nont from 
     
     >
     
      cache)
     
     
  I was about to say that I thought town portal already worked that way - that 
you couldn't go to a place if the destination has swapped out.

  But now I see that that is only the case when establishing the portal - eg, if 
the one you had cast previously to start the connection is gone, you can't link 
to it.

  I agree that there should be some marking, so that if the player casts town 
portal on a map that doesn't reset, they can't keep getting back to the same place.

  Perhaps that simplest way to do this would be to set up a subtype for the exit 
object - if the subtype matches, we then verify that on the target space, an 
object of the same general attributes still exists, and if so, let the player 
use it, otherwise, player can't use it.  shouldn't be that hard to do.


_______________________________________________
crossfire-devel mailing list
     
     crossfire-devel at lists.real-time.com
     
     
     https://mailman.real-time.com/mailman/listinfo/crossfire-devel
     
     
    


More information about the crossfire mailing list