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MuadDib POL Developer
Joined: 13 Feb 2006 Posts: 830 Location: Indiana, USA
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Posted: Sat Nov 11, 2006 3:47 pm Post subject: |
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| Lagoon wrote: | I suspect you didn't read the whole post
I'm talking about dynamic script defined regions. I know there are already regions, but the only way to have dynamic reagions with the actual system is to define hundreds of static regions and check cpropc which enable or disable them... which is pure madness
What I'm suggesting is a system to create and delete regions by script
Im my example alk about a TEMPORARY region damaging the charcter inside it. in an arbitrary position, choosen by the staff on the fly. Something like... .addtempdmgregion -> TargetCoordinates() -> AddRegion(region_name, x1, y1, x2, y2, enter_script, exit_script) |
Or use a central system to control this with a core that the player attaches to for it. If you look in older distros at the AttributeCore, that would give you an example.
A script is fired at logon to check such things. When it "updates" it can check either a global cprop for regions, etc, or the script can contact a core system script (like AttributeCore does) to get updates/regions. Similar fashion, and pretty easy to implement without insane work. The global prop can even contain the scriptname to fire for enter/exit/walkin, etc for this if each region is stored as a Struct or Dict. Pretty basic really. I had that exact setup for a global tournament system I made in 095 on IC and LS that ran pretty decent for maze matches, tournaments, and so forth. Even controlled no looting, no damage, etc. |
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