Page 1 of 1
a silly question /limitation/
Posted: Thu Dec 29, 2005 1:42 pm
by Adamo
I know it`s a silly question, but I`m inquisitive person. So why there`s a limit of floor dec/wall dec/monsters/door decs to 15 only in CSBuild? Especially there`s not that much decorations of floors and doors. What would happen if I put MORE monsters, than 15 in one level (by teleporting monsters of each type into certain level)? Is it safe, or the game may crash? Thx
Posted: Thu Dec 29, 2005 2:28 pm
by Gambit37
The original game engine had far MORE limitations than this. You could only have a few monster types and decorations per level. Paul has increased this significantly in CSBWin.
The original limitations were purely down to memory considerations.
If you teleport a monster into a level where you haven't set it as "available", it will automatically die. I don't know if it's possible to create more than 15 decorations.
Posted: Thu Dec 29, 2005 3:56 pm
by Adamo
Thanx Gambit! So, even if monster X is absolutely immortal, there`s allways a way to kill him and get his treasure by casting him down (pit) to another level, where "X" type is not set?
Ok, another obscene question: when a monster is teleported onto the tile allready occupied by another monster, then the previous one is automatically kileed, or in that case teleporter doesn`t working? What about if a monster falls on another monster or onto the party?
Posted: Thu Dec 29, 2005 4:39 pm
by Paul Stevens
A monster put on top of another monster
goes into a sort of limbo. Every now
and then it is re-attempted. You will see
these in the Timer list. They are not on the
map or on the level. They exist only as Timer
entries which tell where the monster should
go if/when it becomes possible.
Posted: Tue Aug 08, 2006 12:40 pm
by Adamo
So, is it possible to disable the "limbo" ? I need it in my dungeon in many cases.
What i need: when 1st monster goes to a teleporter teleporting him onto another (2nd) monster, nothing should happen; the 1st monster won`t go to the limbo (where he waits until the destination tile will be unoccupied), but should treat this teleporter as an obvious wall (= stays in the same place, because teleporting him is not possible right now).
Later, if 1st monster goes to the teleporter again, the engine checks again if it is possible to teleport him; if not (the destination tile is still occupied), he moves nowhere ( = stays in the same place) or choose another direction (goes away).
I need this because when there`s an immortal monster (wchich nornmally moves) is surrounded by a monster teleporters teleporting him to the previous tile (= he can`t move), and some other monster goes into one of those teleporters, that other monster goes to the limbo and is lost forever (because 1st monster is immortal). I need to avoid that.
is it doable?
Posted: Tue Aug 08, 2006 1:03 pm
by beowuuf
You would use a DSA to fake teleporters. If you step onto the trigger, then the DSA checks the contents of the destination tile. If it is clear, it does an &move, if it is not clear, it doens't. Actually, I have a funny feelign an &move just doens't work if the tile is filled anyway...
Posted: Tue Aug 08, 2006 1:51 pm
by Adamo
ok, when I run the editor, there appear a warning:
Code: Select all
You haven`t decided, whether or not to have the runtime engine discard duplicate timer entries. See EDIT?Global/Databases
In database editor there`s a description:
Code: Select all
one word entry: non-zero causes duplicate timer entries to be discarded (the original game did this). Zero causes all timer messages to be delivered (more intuitive IMHO).
Does it means if I set it to non-zero value, the monsters won`t go to the limbo and stay in the previous place? If so, that would solve my problem.
Posted: Tue Aug 08, 2006 2:06 pm
by beowuuf
No, nothign to do with that, it's to do with multiple trigger activations goign to the same place
Again, use the &move in a DSA instead of teleporters
Posted: Tue Aug 08, 2006 6:39 pm
by Adamo
Thanx Beo. Now another silly question: how exactly endgame actuator works? I tried to edit it, but it seems that this kind of actuators isn`t editable. I get the "there is nothing you can change" message
I put it on the ground and step on it, but nothing happened. if it`s useless, what is it for?
Posted: Tue Aug 08, 2006 7:50 pm
by Paul Stevens
Hint......don't want to provide complete spoiler!
If you put a Monster Generator on the floor and
nothing happened when you stepped on it, would
you then declare that Monster Generators are useless?
Posted: Tue Aug 08, 2006 8:09 pm
by beowuuf
Lol, I think a spiler is needed! You need to trigger it adamo...like any other type or wall object - I can't remember if it works just as well as a floor object
Posted: Wed Aug 09, 2006 12:48 am
by Adamo
oops

sure, I though you need to press it as an pressure pad to finsh a game..
anyway, it works when is being set (on the wall)