David Delbecq wrote: > > Although i like the idea to have one or several movement types > (flying/crawling/swimming/walking/horsing) associated with a player (and so > several base speeds). I'd like to had the following idea. Give a ground > clearance and a sky clearance to all wall - like blockings (at least at > outside of world, too many issue in the inside). Well, probably best to have the default values for wall to be completely impassable (Effectively infinitely high and infinitely low). In this way, walls that you want to allow people to fly over have to be specifically set. Setting the height of the wall makes a lot of sense. This could also be useful addition for the jump and climbing skill (eg, a 20' high wall can maybe be climbed over, a 5' high wall jumped over, etc). In terms of clearance - it seems there are two potential things being talked about - clearance, and for lack of better term, permiability. For clearance, the idea has some merit, but that certainly gets a little trickier. I'd need to see more concrete uses for it - presuming the all the players are the same size, may not be as useful. Otherwise, it may require a lot fo rework - eg, if a space is marked as 'blocked', then monsters won't see through, and thus won't really take advantage that they may in fact be able to get through it. For it to be in any way efficient, you need to be able to determine if a creature can get through the space without looking on the objects on the space, eg, you can store flags like 'small creature can get through, medium creature, etc'. Now the other point you seem to touch on is permiability - the holes in the wall. EG, a wall that has many small holes could let tiny creatures through, and a wall with a small hold could let small creatures (kobolds maybe) get through, but not humans. Unless a person is plasticman, they can't get through a hole smaller than they are. I'm personally much more concerned with movement types that player may use or may cause to use (fire spells, arrows, etc) - this is because players move about less often than other objects, and so we can 'afford' to extra cost of checking the player movement. Also, in terms of players, line of sight is less a concern - if a player doesn't know what is behind that wall, he is still free to scale it. OTOH, if a monster doesn't know what is beyond that wall, they won't even bother to try to climb it/get through it/whatever. Granted, monster logic could get greatly improved - I just haven't seen a lot of work in that area for quite a while. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel