ID:166900
May 31 2006, 8:12 pm
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I've recently developed a sweet little system for making "thin" walls. (Walls between turfs instead of ON them) They basically operate as overlays to turfs. Turfs "generate" them based on v_walltype and h_walltype variables. My problem is... my walls look cool, but I intend to have some very cool looking things walking around behind them as well. I'd like to be able to toggle the visibility of my walls somehow, but on a per player basis. I'm not sure if this is even really possible on the current version of BYOND without turning all my walls into objs with a degree of invisibility. Any help would be appreciated, I've got very ambitious plans for this system, but that's nothing new, haha
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Jun 1 2006, 5:28 am
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client.image might work. Look up teh /image datum.
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In response to CaptFalcon33035
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I've got something working now, I'm just not sure how feasible it will be in the long run. Basically, I add part of my wall to the overlays for that turf and the other part to a list of "wall overlay images". I can then either add or remove that list of images to a client's image list. The problem is, I have no way of tracking where the images came from, so when a wall is destroyed, I'll basically have to rebuild the overlays list for every wall on the map. This might not be a problem, but it seems inefficient. Would an associative list help alleviate my problem? Horizontal walls require 2 images, vertical walls require 3. 1 of each of those images is an overlay to the turf, the others I place in the walloverlays list.
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In response to DerDragon
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If I were in your shoes, I would definitely create a wall handler, probably in a form something like this:
wall At that point, showing or hiding walls on a player-by-player basis is a cakewalk, yes? |