Crossfire Archive
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Re: CF: is_floor and other controls?
On Thu, 22 May 1997, Mark Wedel wrote:
> So it is the object between the top object and the floor which becomes a
> little more interesting. And generally, that object will be the object with
> the highest visibility.
Yep. The reason I'm asking is I'm playing around a bit with creating
more 'irregular' outdoors terrain. A followup question, how are the
terrain features calculated? For example, with a forest arch on top of a
grass arch, would the forests features override the grass features (ie,
race, wooded, etc)?
> Something will need to be changed no matter one whenever I implement automatic
> map tiling, since you want/need to be able to have buildings or whatever else
> straddle maps.
Yep, I noticed that when doing the mapsplitters... resounding crash as a
result.
> In terms of buidlings (non living objects), it may work to just break them
> apart when saving, setting all the values necessary. I don't see this creating
> any real problem.
A good idea, I think. The main problem I see is keeping track of it for
editing purposes, but if the editor could implement an 'area edit' to
allow for simultaneous editing of several same-type archetypes, that
wouldnt be a bother.
> For monsters, we could probably just save the head object and nothing else,
> and when the map is reload, re-create the other pieces..
Sounds good. Might be a bit tricky to have to move around monsters with
large bodies so they dont get part of their body outside the map, but
perhaps a check could be run in the editor to avoid that problem too.
/David
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