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Fizban1216
Apprentice


Joined: 03 Feb 2007
Posts: 170

PostPosted: Tue Mar 23, 2010 2:18 pm   

Mapper Question
 
There's a few rooms with scripts in them that teleport the player when they type specific commands in the rooms.

Specifically things like: climb tree, climb down, enter pool, etc.

What's the best way to configure the mapper to recognize these commands, but only when used in particular rooms?

ie. I want 'enter pool' to take me from room 80 to 81 when used in room 80, but I don't want it to to take me to room 81 if used in room 69 where a similarly named portal exists, but one with a different destination.

I tried making them be unique exits by selecting the room with the portal/script and right clicking, selecting properties, clicking the "Room Exits|" tab, and creating a new link with name "enter pool" and no direction listed, but destination of the room the portal lead to. This worked, or at least seemed to, till later I had weird issues that may or may not have been related to corrupted files where I'd speedwalk from one room on the map to another, neither anywhere near said portal and would get nonsense speedwalk paths attempted that included 'enter pool'.
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Zugg
MASTER


Joined: 25 Sep 2000
Posts: 23379
Location: Colorado, USA

PostPosted: Tue Mar 23, 2010 4:51 pm   
 
You can do this using a non-standard direction exit within the room. It sounds like your procedure for creating the portal exit is fine and I don't know how it would generate "nonsense speedwalk paths". Instead of creating the link with "no direction listed", be sure to click the "Other" button in the compass buttons area for the link to tell CMUD that the exit doesn't belong to a normal direction command.
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Fizban1216
Apprentice


Joined: 03 Feb 2007
Posts: 170

PostPosted: Tue Mar 23, 2010 9:20 pm   
 
Zugg wrote:
It sounds like your procedure for creating the portal exit is fine and I don't know how it would generate "nonsense speedwalk paths".


I was getting 'climb down' as part of a suggested speedwalk that didn't involve going anywhere near the only room I had such an exit in. I could walk through the area on follow mode and it'd correctly keep up with me as I walked, but if I tried clicking on the map to speedwalk through the area it wasn't sending the proper directions.
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Zugg
MASTER


Joined: 25 Sep 2000
Posts: 23379
Location: Colorado, USA

PostPosted: Tue Mar 23, 2010 10:07 pm   
 
I suggest right-clicking on the destination room and selecting "Save path" (or something like that) to copy the path to the clipboard so you can look at it and see what rooms it is sending you. My guess is that something is wrong with your map and CMUD is trying to calculate the shortest path and is sending you somewhere you don't want to go. You can always change the room cost values to alter how this works. But I'm guessing you have some bad links in some rooms that are creating connections between rooms that don't really exist.
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MattLofton
GURU


Joined: 23 Dec 2000
Posts: 4834
Location: USA

PostPosted: Tue Mar 23, 2010 10:20 pm   
 
Is this a multi-version map, and/or has it been around prior to the 3.x beta? I had a long-ago issue in ZMud that was being produced by a corrupted room in the map file. ZMud itself gave no indication that anything was wrong with the data and all the appropriate room scripts would fire if I went into the appropriate rooms they were attached to, yet every time I tried to traverse a speedwalk that went through this one room the generated speedwalk would go in completely the opposite direction (speedwalking to that specific room was not affected, however every room before and after it for at least 15 rooms each side were).

The point of that little trip down memory lane is that you may want to send your map through the conversion utilities to fix any lingering small problems. Zugg's map converter is not going to destroy your file, but there are currently a few bugs in just the wrong places that you may have to seek help from ReedN's cmud_map_doctor utility as well. Between the two, issues with your map stemming from bad data aren't likely to survive.
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