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Mukke Newbie
Joined: 19 Jan 2004 Posts: 5 Location: Denmark
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Posted: Sat Feb 28, 2004 12:01 pm
Advanced(?) mapping |
Playing dragonrealms (gsl) - in case that matters.
I have a map like this:
R1-R2-R3-R4-R5
With R# being the different rooms. Moving between the rooms work normally, except between R3 and R4, which bears a roundtime of, say, 50 seconds.
Problem number 1:
The problem here is that the 50 seconds need to pass before I get the next room - and in this time the slowwalker times out. How do I make the autowalk feature understand the delay between these two rooms so it can succesfully pick up the journey after the time runs out?
(If you can tell me a command or something, please also tell me where I put this - in the mud main window, in the room script for one of the two rooms, or ...)
Problem number 2: Referring to the same map as above, there is another special way of travelling from R5 to R1 (and only from R5 - not from r1). Standing in R5 I can 'scout trail' and after a short roundtime 'go trail'. This will again give me a random sort of delay (varies between few seconds to a minute or more) before I get to R1.
How can I make the mapper understand what needs to be done in order go onto this trail?
Problem number 3: In the map editor I can set "room costs" for the various rooms, in order to make the mapper chose the best route to take when several are availble. But with the things mentioned above in mind, is there any way I can set up "path costs"? For instance I may want to make the 'go trail' path above have a cost factor of '10' and the r3-r4 path a cost of 20.
Thanks in advance for any help, hints or simply time spent reading my questions even if you don't have an idea of how to help. :) |
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Mukke Newbie
Joined: 19 Jan 2004 Posts: 5 Location: Denmark
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Posted: Sat Feb 28, 2004 2:11 pm |
I have found a solution to my first problem using a walk script in each of the two adoining rooms:
#if {%lastdir==e} {
#pause
#TEMP {Just when it seems you will never reach the end of the road, you find yourself at your destination...} {#ok;#step}
}
Im not really happy with it, though, as I wish there was a simpler way of doing this so it would be more general. |
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