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Odeon
Novice


Joined: 17 Nov 2008
Posts: 30

PostPosted: 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

PostPosted: 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

PostPosted: 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

PostPosted: 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

PostPosted: Mon Dec 29, 2008 8:33 am   
 
Thanks Very Happy
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