Thanks very much for this, is a great explination, am off to give it a go.
Thanks again.
Cheers matt 


Matthew McLaren
 
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-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matthew Tylee
Atkinson
Sent: Monday, 28 April 2008 6:41 PM
To: AGRIP User and Developer discussion list
Subject: Re: [AGRIP-discuss] Multiple doors on the same wall

All: The topics discussed in this email are quite advanced LDL stuff so
please don't let it put you off! :-)  (Also: do fill in the survey even if
you are put off - we need constructive criticism to help us improve.)

Matthew asked if it is possible to put multiple connectors (doors,
holes) into the same wall of a room.

It is possible, though currently it has some rough edges.  One problem is
that the rooms you link to, if specified to be too big, could overlap each
other.  This is just ignored (which can lead to some interesting layouts, as
in test_05_big2dlayout) but I plan to detect it and tell the user about it
soon.  Also, you don't have absolute exact control over where the connecting
doors are, though it's good enough to give it a go.

Try this XML...

<map name='multiple doors on one wall?' style='base'>
  <room id='start' size='big'>
    <item type='info_player_start' pos='c' />
    <con wall='n' pos='bl' target='north-west' type='door' />
    <con wall='n' pos='br' target='north-east' type='door' />
  </room>
  <room id='north-west' />
  <room id='north-east' />
</map>

What the above does is give you a bigger-than-usual first room.  Both of the
connections away from this room are on the north wall of it.
However, one is in the bottom left ("bl") of that north wall (as if you were
facing it) and one is in the bottom right ("br").  The effect is that you
can fit both of those smaller (well, "med"-sized) rooms behind that wall and
have both doors connecting to them off the north wall of "start".  If this
is not a good explanation, please let me know.

Because of the sizes of the rooms, it would not work to have those two
additional rooms any wider (but you could make them into corridors).
However, if you did want them to be big rooms, you could move the doors on
their side such that they were in the corner and the rooms wouldn't overlap.
Something like this:

<map name='multiple doors on one wall?' style='base'>
  <room id='start' size='big'>
    <item type='info_player_start' pos='c' />
    <con wall='n' pos='bl' target='north-west' type='door' />
    <con wall='n' pos='br' target='north-east' type='door' />
  </room>
  <room id='north-west'>
    <con wall='s' pos='br' target='start' />
  </room>
  <room id='north-east'>
    <con wall='s' pos='bl' target='start' />
  </room>
</map>

(Unfortunately there's a bug there -- my "bl" and "br" should be the
opposite way 'round on the connections back to "start", but my code has
failed to take into consideration the fact that when we're looking south,
our perception of left and right is the opposite way 'round from when we're
looking north.  I will fix this ASAP as long as it doesn't affect any other
functionality (as that could skew the test).  It's funny how when you get
other peoples' views on how things should/can be used, you find all sorts of
interesting things like this!)

However, the above starts to get quite complex, so it's something LDL should
really offer to do for you (and is one of the features that has priority,
along with teleporters and water/slime/lava).

best regards,


--
Matthew Tylee Atkinson <[EMAIL PROTECTED]>

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