miles2go Beginner
Joined: 27 Jul 2001 Posts: 20
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Posted: Fri Aug 01, 2003 1:59 pm
Maps with variable delay times |
I play Inferno (www.ke9.com) and one of the game elements local to Inferno is the concept of 'round time'. Swing a sword, cast a spell, or hammer a piece of iron and you'll be in round time for a variable amount of time. Round time also comes into play when travelling from place to place. The game will tell you the round time in the format (example, [Round: 6 seconds]) and I already have triggers that target set the tick timer whenever I'm in round time. I use the tick timer to control combat.
I'm not as experienced with maps. What I'm looking for is an elegant way to have my pathing wait for roundtimes. Here is what it needs to accomplish:
(1) In most places there is no round time moving from place to place and it should just go with a minimum of delay
(2) When entering a space with a round time, it should wait until the tick before issuing the next command on the path
(3) It should verify that it does move to the next space, and if it fails reissue the movement command
What I'd like to do is be able to click on my map and have it walk to the location stopping if necessary without me having to switch back and forth between slowwalk and safewalk. |
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