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ToyMage
Apprentice


Joined: 01 Sep 2005
Posts: 120

PostPosted: Sat Jan 07, 2006 5:34 pm   

Speed Walk Problems
 
Hi,

I been trying to figure how best to do this...

There are teleporters that charges gold for teleportation. I mapped those links into my map.

Quite annoying all my speedwalks are using the teleporters for every speedwalk.

Is there anyway to turn off the teleporters? or the room? or to exclude those rooms from speedwalk / %PATHFROM?

Thanks
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digits
Beginner


Joined: 17 Jul 2004
Posts: 15

PostPosted: Sat Jan 07, 2006 8:08 pm   
 
check help for #portal and #portalenable
if you mark those rooms as portals you can enable and disable them from an alias or a trigger...
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Pseudo
Wanderer


Joined: 25 Oct 2005
Posts: 99

PostPosted: Sat Jan 07, 2006 9:45 pm   
 
You can also right-click the room and go into room properties->Other (tab)->Click the Do Not Enter checkbox
Programmatically setting the roomcost to 2147483647 can also be used to set the do not enter checkbox.
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ToyMage
Apprentice


Joined: 01 Sep 2005
Posts: 120

PostPosted: Sun Jan 08, 2006 6:15 am   
 
hi,

the #PORTAl doesn't seem to help or I don't know how to use it. If portal was room specific it would have been good.

The teleporters are in specific rooms. Are they ways to mark rooms or room's exit as no enter automatically via script instead of clicking it manually?

The is a room with a portal that allows me to travel to 1 - 6 locations.

I was hoping that I can disable specifically teleported locations...

Thank you and best regards
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Slaem
Apprentice


Joined: 20 Sep 2005
Posts: 135

PostPosted: Sun Jan 08, 2006 9:10 am   
 
Pseudo wrote:
You can also right-click the room and go into room properties->Other (tab)->Click the Do Not Enter checkbox
Programmatically setting the roomcost to 2147483647 can also be used to set the do not enter checkbox.


Something like

#VAR dne {#CALL %roomcost(%1,2147483647)}
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ToyMage
Apprentice


Joined: 01 Sep 2005
Posts: 120

PostPosted: Mon Jan 09, 2006 5:59 pm   
 
nice, but how can I turn edit mode on?

I realize that edit mode must be on to change the value.

Thank you.
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TonDiening
GURU


Joined: 26 Jul 2001
Posts: 1958
Location: Canada

PostPosted: Mon Jan 09, 2006 6:06 pm   
 
maplocked
Syntax: %maplocked([0 or 1])

Sets or returns the maplocked state. When locked changes can not be made to the map. This state is automattically changed when switching to and from MapMode

and


Syntax: #MEN command
#MENU {Mapper|File|Map Creation Mode}

Switches the AutoMapper to MapMode.
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ToyMage
Apprentice


Joined: 01 Sep 2005
Posts: 120

PostPosted: Mon Jan 09, 2006 6:26 pm   
 
for some reasons when map is locked, rooms can still be added, is that correct?
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Vijilante
SubAdmin


Joined: 18 Nov 2001
Posts: 5182

PostPosted: Tue Jan 10, 2006 1:26 am   
 
It shouldn't be, but it is possible some commands do not check the maplocked state. They would be bugs that just were never caught during the beta process. Just think to yourself that a large portion of the beta testers ar very advanced scripters, and often have various failsafes written into thier scripts. Then because no problems are detected during the beta period the changes are passed into public usage. Some odd errors are not found for a long time because of beta testers often having a better knowledge of how things work and writing more stable scripts. Some others are missed because silly beta testers report a bug, then find a way around it. Write up the script so that it dodges the bug, then never check back to see that the bug was entirely fixed. Ocassionally the method that reliably reproduces the bug is different from the method that first found it. This sometimes lets more complicated bugs to slip through in form, but not another. This may just be one of those cases, I am not really about to alter my scripts enough to test it though since CMud will be more active in its intial betas as we import old scripts and find flaws, and just decide to rewrite massive portions of script.
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ToyMage
Apprentice


Joined: 01 Sep 2005
Posts: 120

PostPosted: Wed Jan 11, 2006 10:33 am   
 
would reinstalling resolve the error?
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ZealousAnonymous
Wanderer


Joined: 06 Jan 2006
Posts: 70

PostPosted: Wed Jan 11, 2006 11:24 am   
 
You could make a series of checks to see what the maplock status is in. All functions I have toyed with like roomcol, roomcost, and such all require the maplocked status to be changed.

#if (%maplocked=1) {#echo Maplocked!}

Then to initiate your functions do like so.

#NOOP %maplocked( 0)
WHATEVER MAP FUNCTION YOU WANT HERE
#NOOP %maplocked( 1)
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ToyMage
Apprentice


Joined: 01 Sep 2005
Posts: 120

PostPosted: Thu Jan 12, 2006 6:04 am   
 
i'm quite sure it is locked. the icon on the left tool bar shows that it has locked.
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