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TerrellKl
Novice


Joined: 30 Aug 2005
Posts: 49

PostPosted: Wed Jul 05, 2006 3:11 am   

Automapper Oceans
 
Was wondering.. If I could map the ocean, I'm not sure how'd I'd go about doing it

first you gotta Embark ship
then to move you 'steer west' etc.
then disembark.

how can I make it where it recognizes when I go 'steer west' and map accordingly? I think I can handle the Embarking part
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MattLofton
GURU


Joined: 23 Dec 2000
Posts: 4834
Location: USA

PostPosted: Wed Jul 05, 2006 4:06 am   
 
There are two ways. First, the easy way:

>steer west>w

Second, the harder way (mostly because I've no idea how it'll behave in map mode, so it may cause as much trouble as to overwrite the room you were just leaving):

#MAKEROOM "steer west|w|steer east" "room name" "room description"
#LOOK

The first method lets ZMud do the room creation automatically, allowing you to merely specify the exit command and the direction to draw the room. The second method forces you to basically build your own little automapper.
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TerrellKl
Novice


Joined: 30 Aug 2005
Posts: 49

PostPosted: Mon Jul 10, 2006 9:28 pm   
 
Quote:
>steer west>w


What do you mean?
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Vitae
Enchanter


Joined: 17 Jun 2005
Posts: 673
Location: New York

PostPosted: Tue Jul 11, 2006 12:19 am   
 
enter that at the command line. it will create a new dir type
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MattLofton
GURU


Joined: 23 Dec 2000
Posts: 4834
Location: USA

PostPosted: Tue Jul 11, 2006 3:27 am   
 
Umm, no, Vitae. That's used to create a new room. It doesn't create a new direction type, it merely replaces the directional exit with the command of your choice (quite literally, which sucks when you want to check which direction it leads).

Terrell, what I meant is that when mapping you normally specify the direction command (north, south, east, west, etc) and ZMud will automatically create a room in that direction. However, when you do not use a direction command (ie, GO GATE, STEER WEST, etc), you use the syntax I gave.

>(command to use)>(direction to create the room in)

The first > is required, otherwise ZMud just treats (command to use) as a command you want to send to the mud. (command to use) can be a simple command, an alias, a trigger, or any (small-sized) combination of the three. This is the actual thing that replaces the directional command. The second > is optional, but it's the preferred usage. It tells ZMud that you want to specify the direction this new room with the non-standard exit is created in. By default, ZMud doesn't use direction-based links for non-standard exits so if you want to later tool around the map with the keypad you won't be able to enter this room.
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TerrellKl
Novice


Joined: 30 Aug 2005
Posts: 49

PostPosted: Sun Jul 16, 2006 1:49 am   
 
Okay.. well Instead of doing it that way, I found my own way of doing it.

I keyboard created the paths to islands. The only problem is that the mapper won't recognize the room or something and won't move along the path. Anyway to help that?
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Dumas
Enchanter


Joined: 11 Feb 2003
Posts: 511
Location: USA

PostPosted: Mon Jul 17, 2006 12:02 am   
 
you have to make sure you've updated the rooms to contain the room name, description, and so on that goes with your preferred method of speedwalking verification.
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