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golgepapaz Beginner
Joined: 09 Sep 2010 Posts: 13
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Posted: Wed Nov 24, 2010 1:42 pm
mapper questions |
Hi all;
I have some newbie mapper questions I'd like to be answered.Thanks in advance..
- How do I define a new room type? how do i assign a default color and/or label
to said room type?
- When speedwalking with the map, if the mapper comes upon a door
on its way,it sends the command "open east etc.." how do I make it send a command
of my choosing like ;"open trapdoor" instead of "open down" or "kick wall" instead of
"unlock east". setting the door name doesn't work.
- How can I change the level of the rooms createad manually? it shoudl be obvious
but I can't do it, I've though it was cut, copy,paste etc. but those don't work |
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Tech GURU
Joined: 18 Oct 2000 Posts: 2733 Location: Atlanta, USA
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Posted: Wed Nov 24, 2010 3:29 pm |
You define and customize a new room type using zMapper. You can access the COM interface for zMapper in CMUD Pro, however you can not define a new room type via the interface. You can customize it via the interface however.
You can do several things you. The easiest is probably to define the name of the room via the settings editor. Next you can try defining a non-standard exit. You can also do a room script for that specific room.
What do you mean by "change the level"? If it's what I'm thinking the COM API from zMapper should do what you want. You can also do this via the spread sheet view for the map. Note that this can be very slow for large maps. |
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_________________ Asati di tempari! |
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golgepapaz Beginner
Joined: 09 Sep 2010 Posts: 13
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Posted: Wed Nov 24, 2010 4:23 pm |
Tech wrote: |
You define and customize a new room type using zMapper. You can access the COM interface for zMapper in CMUD Pro, however you can not define a new room type via the interface. You can customize it via the interface however.
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do you mean that I have to buy zMapper? I have CmudPro so I don't know if it's included. If that's so it's disappointing.Also I hope you don't mean accessing programmatically to the COM interface, I am not that Cmud-savvy
I just want to know if it's possible to define new room types with CmudPro
Tech wrote: |
You can do several things you. The easiest is probably to define the name of the room via the settings editor. Next you can try defining a non-standard exit. You can also do a room script for that specific room.
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well I think it uses either direction or the doorname, I dont want to give names to every door I've mapped.. I might add the door opening commands as in the form of non-standard exit though..
Tech wrote: |
What do you mean by "change the level"? If it's what I'm thinking the COM API from zMapper should do what you want. You can also do this via the spread sheet view for the map. Note that this can be very slow for large maps. |
well It's simple, assume I am at a room at level0 when I go up , a new room is created at Level1 and so on.. I am wondering how can I move the rooms at level1 to level0, it should be pretty simple...
Thanks again... |
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Zugg MASTER
Joined: 25 Sep 2000 Posts: 23379 Location: Colorado, USA
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Posted: Wed Nov 24, 2010 6:30 pm |
CMUDPro does not have any user interface for defining new room types. You need zMapper for that. I plan to add this to CMUDPro in the future, but it will be a while.
To change the level of a room, change the Z value. If you download zMapper there is a *.HLP help file that comes with it that describes the advanced COM-object scripting that can be used to change the coordinates of a room. CMUDPro includes this COM-object scripting so you don't need zMapper for that, but that's the only place it is currently documented.
And yes, this kind of COM-level programming is intended for advanced users. |
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Moo Apprentice
Joined: 10 Apr 2009 Posts: 145
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Posted: Sun Nov 28, 2010 12:18 pm |
Changing the "door" field of that link to "trapdoor" should make it send "open trapdoor". If this doesn't work, go to the Config menu in the mapper window, then Configuration Settings, and choose the Strings and Doors tab. Tell us what it says in there.
It sounds like you might have the first box set to "open %1", but you need "open %2".
For "kick wall", you would need to put that into the "name" field of the link. If kicking the wall just makes it open and you still need to move past it with a normal command, you would need to put something like "kick wall;e" into the name field.
(Zugg: Why is that field called "name", when it's not a name but a command?)
To move rooms to different levels of the map, select them then press control-M. You can move them up and down (or other directions) with that window. |
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golgepapaz Beginner
Joined: 09 Sep 2010 Posts: 13
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Posted: Tue Nov 30, 2010 4:27 pm |
As I said previously, I also have doors that can be opened just by giving the cardinal direction, If I am not mistaken what you propose is a map wide toggle
so my other open <directions> would'not work. Am I missing something here?
and about Control-M it just closes and opens map window, regardless of choosing the rooms or not.. It should be simple enough.. and better yet
can somebody explain or show me how to make the new room is created NEernly when I go up or SWly direction when i go down at the same level? |
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Rahab Wizard
Joined: 22 Mar 2007 Posts: 2320
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Posted: Tue Nov 30, 2010 5:16 pm |
Quote: |
can somebody explain or show me how to make the new room is created NEernly when I go up or SWly direction when i go down at the same level? |
I think this is what you are looking for--from the Automapper Shortcuts and Tricks web page:
Quote: |
While you can create non-standard exits (like enter, portal, etc) by manually creating a link and editing it's properties, you can also create one while walking around your MUD creating your map from the MUD command line. Simply prefix the non-standard direction with the MapDir character (defaults to >) and the mapper will create the new room as you move. So, for example, if one of the exits from the room is "enter", simply type ">enter" on the command line and a room will be created and linked with the Other exit called "enter". Normally the mapper will put the new room in a vacant spot near the original room. To force the room to be created a certain cardinal direction from the original room, put the cardinal direction after the other exit separated by another ">" character. So, for example, to create a new room to the east, you would type ">enter>e". This is only needed when you first need to create the room. Once the room is created, simply typing "enter" should follow the existing link to the room.
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So, this should do what you describe:
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