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Re: CF: big monsters dropping through pits?



On Apr 24,  3:04pm, Steven Unruh wrote:
> Subject: CF: big monsters dropping through pits?
> i need help with this.
> 
> i have a monster (say a wyvern) that takes up more than 1 square on the map.
> how do i get all of the parts of that monster to show up correctly after
> if falls through a pit?
> 
> if i have "oo" (two pits) that connect to side by side squares, why does
> half the monster show up one way and the back half the other way?
> 
> my trolls end up in 4 parts and (using a "oo") map.  it is a real mess.
> 										 "oo"
> 
> what is the correct way to do this?
> 
> basically i want the player to turn a lever, lever connect to pit, pit opens
> and wyvern shows up (whole).

 There is probably no way that this is really supported.  Multi part object
support really needs to be done/reworked

 I am actually surprised the server didn't crash in your tests.  As a note,
it would be neat to chop of limbs of trolls, and the limbs still attack
you (as per D&D)

 I can look into fixing the server side of things so that pits and other stuff
does work for multi part monsters.  However, a question for people out there:

 How should multi part monsters deal with pits and other such things?  Should
all that count is that the head by on the square of that type (pit, teleporter,
whatever), or should all parts?

 The former is easier to code, but not sure if it is really the right thing
to do.



-- 

-- Mark Wedel
mark@pyramid.com
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