[CF-Devel] Post-release development
crossfire-devel at archives.real-time.com
crossfire-devel at archives.real-time.com
Tue Jan 11 19:23:18 CST 2005
This is still a long standing wish of mine to see this. There is I
think, a lot of discussion in the dev archives about it. I still thing
it would be not too diffucult to do (I playing with it a while ago -
making some a changes in arch_blocked() and get_map_flag() but I ran out
of brains) but maybe more difficult than I think. The portion you
didn't mention is that blocking bitmasks have to be matched up the
object movement type flags and there needs to be some overlap
(flying/swimming). It is in the order of a rather big change in the
game however unless new arches were made and the old arches phased out
since it would break a lot of maps. It would also really impact
gameplay. It would make a lot more neat fun things possible however :)
On Tue, 2005-11-01 at 10:30 -0500, Preston Crow wrote:
>
Unless I missed it, we still don't have a bitmap for floors indicating
>
what can pass over them. Something like:
>
bit feature
>
1 allow walk
>
2 allow jump
>
3 allow dimension door
>
4 allow levitate
>
5 allow missiles (including magic projectiles)
>
6 allow spell area effects (turn off for counterwall effect)
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7 allow view
>
>
One example use would be an arrow slit. Set only bits 5 and 7, and put
>
a director on the same square, with some dark elves behind it.
>
>
Another example is avoiding anti-magic zones when all you need is to
>
block dimension door.
>
>
If someone creates real transportation, such as boats, that would be
>
another bit.
>
>
--PC
>
>
>
>
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--
Todd Mitchell <
temitchell at sympatico.ca
>
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