[crossfire] New manhole archetype WIP (accepting help)

Kevin R. Bulgrien kbulgrien at worldnet.att.net
Sat Jan 5 23:35:14 CST 2008


> Thanks... the animation was already "working" with the arch
> "tweaked" so the faces of the non-head parts were blank as
> noted in the README, but the hole didn't line up with the
> arch "head".  I do not see a change in behavior.  Yes, I did
> update.  Maybe I should set up the test to show the various
> test cases I've tried and more explicitly note in the map
> what is wrong with each.
>
> I untweaked the arch by setting the faces back to the proper
> settings and the animation doesn't seem to work for me.  I'm
> not sure what archetype mistake you might be referring to.
> AFAIK, I am testing the arch the same way that the pit is set
> up to work.
>
> I see in IRC that you mention HOLE uses HP/WC, but pit.arc
> does not have HP set, but does WC, which is the frame of the
> anim that is shown as the static image before the item is
> activated. maxsp is set too.  I think it means whether the
> hole is open or shut by default.

Nevermind, I see hp = x, sp = y now.  By the way, is_animated is
0, as copied from pit.arc.  I don't know what that

Also note that now the console gives:

[Error]   Object lacks animation.
[Error]   arch manhole_closed_3a

I'm not sure the change is made in svn is correct.  is_animated
is 0 because it is not continually animated but triggered (I
think, and going by pit.arc).

The error message goes away if I put is_animated 1 in the arch,
even though pit arc doesn't use it that way, but the animation
still doesn't work.

I've committed an update to the world_105_115.patch and to the
arch files to better explain the different cases.  There are
six examples now.  None of them work correctly even though 4
of them have a functioning animation.

Kevin



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