|
Articval Novice
Joined: 01 Jun 2005 Posts: 47
|
|
|
|
Articval Novice
Joined: 01 Jun 2005 Posts: 47
|
Posted: Sat Nov 01, 2008 11:57 am |
Solved, found other way to do this (wich has nothing to do with what I needed before)
So this is now just out of curiosity, and if anyone wants to delete post, it will be welcome anyway. |
|
|
|
charneus Wizard
Joined: 19 Jun 2005 Posts: 1876 Location: California
|
Posted: Sat Nov 01, 2008 3:04 pm |
It'd be nice if you posted the way you 'solved' this for others' benefit...
Charneus |
|
|
|
Articval Novice
Joined: 01 Jun 2005 Posts: 47
|
Posted: Sat Nov 01, 2008 3:35 pm |
Yes, I usually do that, but since the problem had nothing to do with it, i didnt... but as requested, here is the explanation anyway :)
My mud has 3 main zones, which divide themselves into 10-15 other zones each.
I like to only manage the 3 zones, but sometimes i would need to have the sub-zones division, so im making a script to tell me which rooms are for which zone.
Lets call MARKER ROOM to the rooms from which a zone changes to be another. From this room, all the rooms belong to the new zone.
The way I was gonna do it, was, for each room, to %walk to recall, then if on the path there was one of the MARKER ROOMS
then this room were from that zone. (allways the first room of thoose, in case there are nested zones)
The problem was on the one way links, then i had to unlink all thoose links, then relink them....
But the solution is to go the other way arround, i mean, going from recall to the room being analyzed, then the last MARKER ROOM on the path is the room which defines which zone u are on.
That way I dont need to change the one way exits :)
Hope it is understandable.... I find somewhat difficult to express myself in english when I have to explain programing related issues ^^ |
|
|
|
|
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
|