Crossfire Mailing List Archive
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Re: active walls
- To: crossfire (at) ifi.uio.no,
- Subject: Re: active walls
- From: "Rupert G. Goldie" <>
- Date: Fri, 18 Feb 1994 11:14:31 +1100
> bulletwalls, firewalls, lightningwalls.
>
> Those are the only three walls available right now.
>
> I think we'd gain a lot in crossfire if we generalized the idea--
> I call them 'active walls'.
>
>
Cool idea. It wasn't very hard to hack bullet walls to make lightning walls,
but it would be much better if there was a general method. (The time consuming
part of adding lightning walls was doing all the bitmaps ;-)
> Sometime soon, I'd like to re-do this wall code so that you
> could stick any 'game effect' (spell) in it that caught your
> fancy. This would give some more flexibility to the map designer.
Mmmm, wall of paralysis, that could be nasty 8-).
[...]
> The walls would use the cast-spell set of routines to produce
> their effects. When I put in the level dependencies on spells,
> this means you could make a mild wall of lighting or a very very deadly
> wall of lightning, by changing the level of the wall!
>
> Other things about active walls should be made more flexible if they're
> not already, such as frequency of fire, and whether or not they
> can be torn down. (This may have already been done.)
>
I think you can already do this with the 'speed' attribute. It may be possible
to set 'tear_down' at the moment, but the animations won't have the steps
of being torn down so it might look crappy/strange.
I would also like to see a way of limiting the number of child spell effects
active at one time (ie I want to limit the number of bullets flying around from
one wall to, say, 10 to stop the game from crawling because there are 200
bullets bouncing around reflectors)
> My proposal boils down to:
>
> modify the archetypes so there is one active wall archetype.
> modify the code to support this
> make a pick map of popular active wall types
>
[...]
> Regards,
>
> PeterM
>
Rupert