> > 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. > > > Well, I have implemented almost the same thing, but for players. > If they are occupying a space in open air without FLY, they'll drop > to the room below and get smashed (SPLAT!). This also works if the > player is in a room that is SECT_NOSWIM(i.e. Deep Water) without > WATERWALK. This gives a rule to building rooms that are either > flight or noswim: You must add a room below it. > I have also coded the flying stuff for players, but haven't submitted it because it isn't complete yet. All it does at the moment is : o - If a player cannot fly, he can walk any direction but 'up' into an air room, and then he automatically falls. (cliffs, pits, etc) o - If a player is in a flying room and the flying spell wears off, he falls o - If a player is in a flying room and the object that he is using to fly with is removed or lost, he falls o - If a player with a pet flies into a flying room and the pet cannot fly, the pet falls o - If you fall into an air room, you fall again, this repeats This is all fine, except for the last bit, the player cannot interrupt the fall with a command such as recall, or featherfall, etc. Anyone any idea how my code can wait a short time before continuing the drop? It would complete this code, and I can then work on the object falling and the underwater bit as well. Marc +------------------------------------------------------------+ | 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