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August 28th 2002, 03:53 PM
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Paul
Peasant He/Him United States
 
: : Well, I know you said "tile" hardness, but if I were doing this I would consider using sprite hardness instead.  Of course that means you wouldn't be able to use sprite hardness for sprites you actually want hard, but you could try and substitute tile hardness for those cases.

: : Make sense?

: : Also, I don't think I see where you're going with this... would you need to know not only if hardness exsisted, but its location as well?

: (While the following isn't a script I'm working on (mine places much more sprites), but it follows the same basic ideas):

: Imagine a random monster generator script for a screen, using my hard.dat (where all 'internal' hard areas (on cliffs, in water, etc.) are filled in with hardness).  Now, you want to place a random monster (pretty easy) at a random location.  You want to make sure the location isn't hard, otherwise the monster will be stuck.

How about first createing the monster invisable, unhitable, touch_damageless, etc, but with it's normal brain, then doing wait(1), or longer if needed, and checking if it's still in the same spot. If so, assume it's stuch and pick a new location to try again. If not, give the monster it's real set of attributes.