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Loto Apprentice
Joined: 05 May 2003 Posts: 194
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Posted: Wed Apr 14, 2004 12:53 am
Call |
On my game there are city gates that open by calling. Nut the map tries to open them. How do I make them that when I'm goigng through it sends 'call' with a small wait?
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SpinDrJr Beginner
Joined: 08 Jul 2003 Posts: 16
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Posted: Wed Apr 14, 2004 8:18 pm |
You should be able to set special exit commands for certain rooms. In this case you would set the exit command to call instead of the mapper default 'open gate'.
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Loto Apprentice
Joined: 05 May 2003 Posts: 194
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Posted: Wed Apr 14, 2004 10:07 pm |
ok, but how do I add a small wait? Because there is a small delay before it opens.
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SpinDrJr Beginner
Joined: 08 Jul 2003 Posts: 16
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Posted: Thu Apr 15, 2004 12:50 am |
You can use the #WAIT command to wait a certain number of milliseconds (so #WAIT 1000 waits 1 second). The better solution would probably be to add a trigger to the room script that sends #STEP when you recieve the line that says the gate has opened.
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nexela Wizard
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Joined: 15 Jan 2002 Posts: 1644 Location: USA
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Posted: Thu Apr 15, 2004 1:23 am |
IF you recieve a message when the door opens you could do something like
Pause when walking into room option
and in the room script do something like this (lets say there are two exits North is the Gate South is the the village)
#IF {%nextdir="s") {#Step}
#IF (%nextdir="n") {call;#TEMP {The Gate is Opened} {#step}} or if no message change the #TEMP to a #ALARM +3 {#step} |
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Loto Apprentice
Joined: 05 May 2003 Posts: 194
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Posted: Thu Apr 15, 2004 2:44 am |
How do i get to the room script?
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Loto Apprentice
Joined: 05 May 2003 Posts: 194
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Posted: Thu Apr 15, 2004 2:45 am |
Nvmd, found it
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