Announcement: Remember: you are giving away your fantastic ideas for free, and somebody else might even make money from them (or appear to). That's just how the world works! If you're worried about it, maybe you shouldn't post your ideas here.


Caravel Forum : DROD Boards : Feature Requests : Imperatives for Trapdoor Interaction
New Topic New Poll Post Reply
Poster Message
hyperme
Level: Smiter
Avatar
Rank Points: 451
Registered: 06-23-2006
IP: Logged
icon Imperatives for Trapdoor Interaction (0)  
It would be nice to control NPC trapdoor interaction using Imperatives. It is possible to use only three Set Imperative options to cover all trapdoor dropping behavior.

Ignore Trapdoors - the NPC doesn't drop trapdoors or melt thin ice. This is usually the default state of an NPC.

Drop Trapdoors when Armed - If the NPC has a weapon, it will drop trapdoors. The NPC will also melt thin ice. Currently this is the default state of Player and Double based NPCs.

Drops Trapdoors - The NPC will always drop trapdoors and melt thin ice, like a Construct would.


Discussion points:

-Should flying NPCs be able to drop trapdoors/melt thin ice?
-Should thin ice have it's own Imperative?
-Imperative names

____________________________
[Insert witty comment here]
Qzvlkx?

[Last edited by hyperme at 05-13-2017 05:34 PM]
05-13-2017 at 05:33 PM
View Profile Send Private Message to User Show all user's posts High Scores This architect's holds Quote Reply
uncopy2002
Level: Smiter
Rank Points: 389
Registered: 07-28-2014
IP: Logged
icon Re: Imperatives for Trapdoor Interaction (0)  
quote:
the NPC doesn't drop trapdoors or melt thin ice


What if power token is involved? Player roles melt thin ice when power token is touched.
05-13-2017 at 05:36 PM
View Profile Send Private Message to User Show all user's posts High Scores Quote Reply
Dragon Fogel
Level: Smitemaster
Rank Points: 998
Registered: 06-21-2014
IP: Logged
icon Re: Imperatives for Trapdoor Interaction (0)  
Why would that matter, the only effect a power token has ever had on non-player entities is to cause them to start responding to the player if they weren't already.

Presumably you could just script something to change imperatives if you wanted that behavior for some reason.
05-13-2017 at 08:57 PM
View Profile Send Private Message to User Show all user's posts High Scores This architect's holds Quote Reply
New Topic New Poll Post Reply
Caravel Forum : DROD Boards : Feature Requests : Imperatives for Trapdoor Interaction
Surf To:


Forum Rules:
Can I post a new topic? No
Can I reply? No
Can I read? Yes
HTML Enabled? No
UBBC Enabled? Yes
Words Filter Enable? No

Contact Us | CaravelGames.com

Powered by: tForum tForumHacks Edition b0.98.8
Originally created by Toan Huynh (Copyright © 2000)
Enhanced by the tForumHacks team and the Caravel team.