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Odeon Novice
Joined: 17 Nov 2008 Posts: 30
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Posted: Sun Dec 28, 2008 10:55 am
Doors... |
Doors...
Hi,
I've a few questions - i think there are a few helpfiles / topics about special doors but i need some advice
- normal doors
No problem : it creates door and with the trigger
The door seems to be closed.$
#DOOR %lastdir
#NODIR
It's perfect
- other doors - i've a few problems
some doors are curtains,...
so the mapper should create a curtain/door east for example
but when i enter the room, the command should be open curtain - and not open door
- some portals add complexity
for example : there is a portal here
--> Create a portal
--> when i enter portal, create a new room
- some exits are strange
Imagine you have a big thicket in front of you.
one way it's "enter thicket"
You enter it and then to go back it's just south (and not enter thicket)
Can i have some clues ?
Thanks, Odeon |
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gamma_ray Magician
Joined: 17 Apr 2005 Posts: 496
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Posted: Sun Dec 28, 2008 12:21 pm |
#door <direction> <name>
So trigger:
You bump into a curtain.
#door %lastdir curtain
For creating strange directions from the keyboard, you can do things like
>enter thicket
which will create an other exit (enter thicket) and move in that direction at the same time. Then you can edit the exit info in the room properties dialog to set the return exit to south. This works well if there's only the occasional odd exit, if your game has tons of strange exits you'll probably want to use a more scripted way (complicated). |
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Vijilante SubAdmin
Joined: 18 Nov 2001 Posts: 5182
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Posted: Sun Dec 28, 2008 2:20 pm |
What gamma_ray suggests is perfect for the portals. For this case
Quote: |
- some exits are strange
Imagine you have a big thicket in front of you.
one way it's "enter thicket"
You enter it and then to go back it's just south (and not enter thicket) |
You either have to do it by hand, or use zMapper/CMudPro. The script that works through zMapper's interface to do it is somewhat complex. As things develop over the beta of the mapper rewrite I will be pushing Zugg to add more of the very common mapping things to zScript. Then new things will have to be imagined for the new CMapper.
At the moment I suggest you plan to manually tweak such exits after initially creating them with the method gamma mentioned.
Also in your specific example how would any script be able to determine that the "south" exit is the proper one to use as the return link from the previous "enter thicket"? |
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Fang Xianfu GURU
Joined: 26 Jan 2004 Posts: 5155 Location: United Kingdom
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Posted: Sun Dec 28, 2008 4:36 pm |
You can also do >enter thicket>n which'll allow you to use your "north" macro to send "enter thicket" instead. I find that pretty useful.
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Odeon Novice
Joined: 17 Nov 2008 Posts: 30
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Posted: Mon Dec 29, 2008 8:33 am |
Thanks
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