To download this demo for your Linux/Mac installation, enter this on your command line:
DreamDownload byond://Drumersl.Floors##version=310 Emulator users, in the BYOND pager go to File | Open Location and enter this URL:byond://Drumersl.Floors##version=310 |
This demo shows how the Move() procedure can be rewritten to allow for multiple layers on a single z level. You can use any of the code for whatever evil schemes you can dream up.
This system allows for many levels to be created. This could be used for a building with multiple floors, bridges, or even elevation differences. However, this is more of a tech demo than anything else. It would be difficult to apply this to anything but a game with small maps because of the overhead created. If you find any bugs post on the Floors forum. Credit where credit is due: This demo is an expansion on Garthor's Quasiturf demo Updates: (Full notes are included in demo) Version 3.15 - 12/15/2010 -Added invisibility image which at least allows you to see yourself when invisible This added a variable to mob named invisibleimage, just set this to whatever you want and that image will be displayed when invisibility is set Version 3.10 - 12/14/2010 -Now allows for invisibility HOWEVER, invisibility has to be set at 90 or above and currently there is no way to see_invisibile, it is just possible to make invisible To do use the mInvisible() proc -This reduces the number of possible layers to around 80, although such a high number would still be hard to work with Version 3.01 - 12/13/2010 Version 3.00 - 12/13/2010 Version 2 - 3/13/2007 Version 1 - 11/1/2006 |
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