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Re: [Enigma-devel] problem with killer marble
From: |
Ralf Westram |
Subject: |
Re: [Enigma-devel] problem with killer marble |
Date: |
Wed, 22 Oct 2003 02:08:51 +0200 |
User-agent: |
Mutt/1.5.4i |
Hi,
> When the marble is killed and a killer marble is on
> its starting field, the marble shatters again till all lifes are
> consumed (see 1.).
> Such situation is solved in Esprit with another starting position.
> maybe someone can fix this?
I've implemented a bit of respawning intelligence:
1. Test floor: If floor is fl-abyss, fl-water or fl-space then don't
respawn there!
2. Test item: If item is it-laserbeam or it-burnable-ignited then
don't respawn there.
3. Test stone: Never respawn there, but continue searching adjacent
positions for good respawn location, if the stone is movable or
floating or if it's a puzzle stone.
4. Test nearby actors: Tries to avoid low distance to enemy actors.
Distance tried to keep depends on type of actor.
Effects to the game:
- Avoids instant death after respawn. If you find any other floors or
items, that should be avoided, please drop me a note.
- Its makes it possible to die-and-respawn onto the other side of a
stone (see attached level). I think this will not really affect any
of the existing levels.
cu
Ralf
--
Currently enjoying 'Fields Of The Nephilim - One More Nightmare'
ralf_test3.lua
Description: Text document
- Re: [Enigma-devel] problem with killer marble,
Ralf Westram <=