
05-24-2006, 02:43 AM
|
|
Former Classic Staff
|
 |
Join Date: Dec 2002
Location: Northwest Vermont
Posts: 1,452
|
|
|
A cool way to make walls more dynamic would be to reference a wall detection function, but that might be laggy as hell.
I'd probably just go with a list of tiletypes and players/npcs be checked by default.
Well, actually, that makes me think of throwing bushes now, where I wouldn't want it to check for NPCs or players, just to keep going until it hits it's final location.
Also, why isn't there a clientside version of onActionProjectile? j/w because it would help a lot with the smoothness of leap placement when throwing a pot or a bush. Actually, you can't really deal with smoothness this way.
Would be nice if you could have npc visibility excluded from the client that triggered an action. (that way you could place a leaptype clientside for that particular client, and then serverside for every other player but the client)
maybe like a serverside npc.setclientexclusions(list of player objects); (since I think I'd most be using this with putnpc2). |
Last edited by jake13jake; 05-24-2006 at 05:42 AM..
|
|
|