On Thu, 8 Jan 1998, Tony Robbins wrote: > I was thinking about physics, and I've seen it done so I know it's possible. > > The sinking object patch is a great start, what I'm trying to do is make it > so that if there is an underwater room below where the object is dropped, > it sinks to that room rather than being extracted. > > Same situation with air. If there's a room below, it drops. If not it is > extracted. The falling update could be told to stop if the room it is in > is !SECT_FLYING or whatever. > Easy. If exit down exists { if current room is water and room down is water { object removed from current room object placed in room down } } else { object sinks and is extracted. } Doing the same for non-floating objs and non-flying players is the same, but the down check is not for water, but for SECT_FLYING. I'd give you more details, but I'm tired, and have already coded it once, and don't feel like re-figuring the wheel. Hopefully, it gets you going. John Evans <evansj@hi-line.net> -- http://www.hi-line.net/~evansj/ Any sufficiently advanced technology is indistinguishable from magic. --Arthur C. Clarke +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
This archive was generated by hypermail 2b30 : 12/15/00 PST