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ronandre Newbie
Joined: 13 Oct 2004 Posts: 6
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Posted: Thu Oct 14, 2004 8:23 pm
Doors on mapper and a trigger problem? |
"Main Street
There is an old street-lamp on the border of the street.
Exits: north, (east), south.
*#>open east
e
You don't see any east here."
Now, if I map a door east (as it should be) this "open east" appears out of "nowhere" and I have to manually move the possition. If I remove the door from the mapper it works. I want the doors there, but not the "open east" - I've not made that trigger or whatever it is...
How do I remove it? |
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Talmark Novice
Joined: 22 Nov 2003 Posts: 34
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Posted: Thu Oct 14, 2004 8:47 pm |
Click edit in the map window. Click Map Properties. Click Strings and Doors. Remove the string it's sending when you encounter a door (probably "open %2").
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ronandre Newbie
Joined: 13 Oct 2004 Posts: 6
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Posted: Fri Oct 15, 2004 7:35 pm |
Thank you!
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Talmark Novice
Joined: 22 Nov 2003 Posts: 34
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Posted: Sat Oct 16, 2004 6:56 pm |
Actually, I should have given you more information. But it's right there in the Strings and Doors window as well.
If you have "open %1" in the door string, when you encounter a door, Zmud will send, "open <direction>" to the mud. If you have "open %2" in the door string, Zmud will send "open <door name>" to the mud. "open %2" will default to "open door" and you can change the name of your doors in the room properties window. Then, if you encounter a gate, and have named the door "gate" Zmud will send "open gate" to the mud. Obviously you had "open %1" in your door string. I would recommend changing this to "open %2" instead of removing the door string completely. |
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isop Newbie
Joined: 20 Oct 2004 Posts: 5
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Posted: Wed Oct 20, 2004 9:40 am |
I was wondering... In my mud, I have a number of situations where it comes up as "knock gate" and that will open the gate, and then move a direction.
Is there any way to get the door trigger to work in this way, and still have it do the open command for other doors?
Isop |
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nexela Wizard
Joined: 15 Jan 2002 Posts: 1644 Location: USA
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Talmark Novice
Joined: 22 Nov 2003 Posts: 34
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Posted: Mon Oct 25, 2004 5:04 am |
I use a room script for knocking on gates.
Place this script on either side of the gate in the room script tab of the Room Properties window:
#ALIAS {e} {knock on gate;east}
On the other side, use the opposite direction. This works very well for me. Make sure you spell out the direction. If you just use e, you've just created an infinite loop. |
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