I've run into a problem in Maeva with infravision, I probably already asked this, mobs can see in the dark with the seemobs|seeturfs|seeobjs thing on, but then they also see through walls. I just need a bit that allows mobs to see in the dark, but not through walls, sort of like having a big luminance setting, but only for the mob itself. Could a seedark bit be implimented for this? I have a feeling it would come in handy for other games as well.
Another thing I noticed was that the light radii for my torches and such only show up when you can see the light itself, so you don't really know when you're approaching a light. Is this a bug, or just a limitation? I thought it might just be a limitation because you can't set the luminosity over the view area. Thanx again
ID:138225
Jan 18 2001, 4:51 am
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I've had to implement my own vision code to make my MUD work the way I want. Basically it's just a variable
mob/vision=1 // 0=blind|1=normal|2=lowlight|3=infravision mob/hidden=0 // 0=false|1=true and all the process' which require view() type process' use this as a basis. I haven't completly explored how this will effect the graphic map when a mob is hidden/invisible. I can write the text-based info to not include a mob if it's hidden, but how do I restrict this on the map? I guess that's what I'll look into next... |
Yeah, I could use a seedark bit for my torches in SR. Also, in SR, if you have a torch it lets you not only see wals, but when your blind you can see still see(you can see everything when your sleeping).