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Posted: Mon Jul 17, 2006 8:36 pm
by Daniel H.
I can see where that could be VERY useful. :) (especially if there were more CEs)

Posted: Mon Jul 17, 2006 9:46 pm
by Zomis
Tomi wrote:"change to 'water + exploding dynamite' when player presses drop key on me
Nice idea, but using "when player presses drop key on me" doesn't tell the CE which element is being dropped, so why not use "when player drops <element> on me"?
And speaking of that... maybe then there could also exist a new pseudo-element named "dropped element" (but when using the "when player drops <element> change", I guess it isn't needed...)

Posted: Tue Jul 18, 2006 10:53 am
by Tomi
That could be possible, but the level author could also program it with CEs, making it more customizable: for example, when player tries to drop something on water, it should be removed from his list of things he's carrying (aka inventory), but when he tries to drop something in first example, it shouldn't. An option would be needed. (Or a CE action "remove X objects from player Y's inventory") Making this "dropping system" or "simulated inventory" with CEs also adds various other possibilities, e.g. some sort "smart inventory" which always drops the most useful thing in the square.

Posted: Tue Jul 18, 2006 7:56 pm
by HerzAusGold
Tomi seems to be a "Lemmings" fan.
I too..

Posted: Wed Jul 19, 2006 9:08 am
by Tomi
Lemmings are nice, but I can't see any connection with this. :?

Posted: Wed Jul 19, 2006 10:36 am
by HerzAusGold
Imagine a level with an "underwater" puzzle. You'd have to collect a special waterproof dynamite, then dive and blast some wall in order to enter the exit.
In Lemmings The Tribes ( Amiga / PC? ) you have all (kind of) to do this.