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dime Novice
Joined: 15 Dec 2002 Posts: 35
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Posted: Wed Feb 12, 2003 7:11 am
spammable doors |
on my mud, it's quite a dangerous situation to be in during pk if someone traps you behind a spammable door.. when i flee, my automapper automatically puts to open door;call command before every command.. so while my enemy is killing me and spamming close door, my screen gets flooded with open door (you open the door), call (you call for the door to be opened) and flee (and even if i successfully flee, by this time, my opponent has closed the door again)
anyways, i was wondering if there's a command (or toggle) i could put in to turn on and off the automatic open door command...
this is for zmud 6.16 btw.. thanks |
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Kjata GURU
Joined: 10 Oct 2000 Posts: 4379 Location: USA
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Posted: Wed Feb 12, 2003 1:43 pm |
There doesn't seem to be a toggle, but you can just delete the command the mapper uses to open doors from the Map Properties and then put it in again when you want it to open doors again.
Kjata |
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dime Novice
Joined: 15 Dec 2002 Posts: 35
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Posted: Wed Feb 12, 2003 9:36 pm |
heh.. thanks... i just wanted to make sure before i take my own extreme measure..
can i put an #if command where the open door string is? such as #if etc etc, then open %2?
if not, i can always put in the open door string as only %2 (the door name) and then put in an #if command into every door on my map...
i'd feel like quite an ass if i found out there was an easier way after i did this..
thanks |
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Vijilante SubAdmin
Joined: 18 Nov 2001 Posts: 5182
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Posted: Wed Feb 12, 2003 11:44 pm |
The #IF in the door command should work. If it doesn't you can do an alias. I used to have one called DoorCheck that would decide if the door was open, if I had the right key to unlock it, if I need to walk to another room to "pull a lever", and about 20 other things. While the new door system is great, the onld alias method is what you need for your situation.
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