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