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LilJaguar
Newbie


Joined: 01 Nov 2004
Posts: 5

PostPosted: Mon Nov 01, 2004 11:16 pm   

Automapping with Coordinates
 
Hiya. I'm working on mapping the main worldmap of alyria (materia magica) which is pretty huge. The problem is that I tend to use worldgates (long distance teleportation) that leave me off in the middle of nowhere (relative to where I was). I can use Sextant readings to find where I am on the (mud) map in terms of xyz coordinates, but I haven't found a way to make the automapper make a room for me at specific coordinates (which are miles off from anything else already on the map).

Is there any way to:

Create a room at a specific x/y/z coordinate without linking it to any of the other rooms

or

Create a room and move it to a specific x/y/z coordinate. I have tried Moving rooms, btw, but it seems to move the room by the relative xyz, not to an absolute.

or

Get the zMud to give me the x/y/z coordinate of the room that the automapper has me placed in. that way I could use the relative Move.

I've searched but not found anything relevent.

Thanks.
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nexela
Wizard


Joined: 15 Jan 2002
Posts: 1644
Location: USA

PostPosted: Tue Nov 02, 2004 12:07 am   
 
I believe if you have Zmapper installed you can use COM calls to Zmudmap object to set the Coords, Also it might be possible to set the coords VIA an adob connection to the DB.

I am gonna play with the first option a lil bit and let ya know what I get.
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LilJaguar
Newbie


Joined: 01 Nov 2004
Posts: 5

PostPosted: Tue Nov 02, 2004 12:12 am   
 
Thanks. I don't have Zmapper at this point but I don't mind getting it if it'll help.
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Vijilante
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Joined: 18 Nov 2001
Posts: 5182

PostPosted: Tue Nov 02, 2004 12:53 am   
 
Those xyz coords you get from the mud seem to be unique, and could be used as vNums. simply mapping it that way would do. It all depends on creating a valid conversion between your mud output and the mapper. I would use this as my method.
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LilJaguar
Newbie


Joined: 01 Nov 2004
Posts: 5

PostPosted: Tue Nov 02, 2004 1:27 am   
 
While a lot of that went over my head, and I can see that you might have a point, it doesnt seem to help me tell the mapper where the new room is relative to all of the other rooms on my map (which is what xyz coordinates would do).

If there's some way for to link vnums with automapper coordinates, I'd appreciate the pointers.
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It looks like a velvety gold-and-black rope...
It feels like a velvety gold-and-black rope...

But it seems that when you pull it it's attached to four large and aggressive slashing things.
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nexela
Wizard


Joined: 15 Jan 2002
Posts: 1644
Location: USA

PostPosted: Tue Nov 02, 2004 1:34 am   
 
If you have zmapper you can trigger off your sextant output AND teleport put something like this *this is extremly rudimentry design tree*
If you post some output of you entering a worldgate and using your sextant I can tailor this even more. Also zmapper has a 30 day trial so you can try before you buy.

#TR {You enter a worldgate} {#IF !%maplocked {#NODIR}}
#COND {You are at 1000, 2000} {#IF !%maplocked {#CALL %comset(%map, curroomid,%map.NewRoom("Gate 1","",-2000,-120,0,0,-1));#LOOK}}


DL zmapper post some mud output and I will tailor this some more for ya

Also if anyone has any Ideas on how I can see if there is already a room at X,Y,Z coords feel free to post Im having brain freeze Right now I am just thinking to %mapquery the room and if its not present then create the room else set the room. If not here is my Idea (will move to feature request in due time)

A new Zmapper com function to return the roomid of room at X,Y,Z,ZONEID
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nexela
Wizard


Joined: 15 Jan 2002
Posts: 1644
Location: USA

PostPosted: Tue Nov 02, 2004 1:40 am   
 
Hmm and Vij just gave me more Ideas :P exspeccialy on how to handle existing rooms
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LilJaguar
Newbie


Joined: 01 Nov 2004
Posts: 5

PostPosted: Tue Nov 02, 2004 2:34 am   
 
Alrighty, here's some output - It's a bit of a mess.
"Wear puzzle" uses the Puzzle device to Gate me.


[*]<537hp 697sp 541st> wear puzzle
You hold Agrippa's Puzzle in your left hand.
With the piercing shriek of warped air, a shimmering, transluscent portal opens before you.
You are pulled through the portal - sights and sounds whirl past you in a confusing, painful blur - and you eventually land with a THUMP on something hard.
The portal closes with an ear-splitting BANG!

At the Center of a Circle of Stones NW N NE
(-------------------------------------------------) W <---(M)---> E
SW S SE
A translucent, circular worldgate is hovering in the air here.
A huge boulder covered in ice sits here.
A janitor is walking around, cleaning up.
[*]<290hp 697sp 347st> look sextant

You focus your powers of observation on a steel sextant:
Item 'a steel sextant' is type sextant, alignment 0, made of steel,
has keywords 'steel sextant'.
This item weighs 0 stones and 5 pebbles, and is valued at 100,000 gp.
This level 60 item has the attributes: identified none
A steel sextant is in excellent condition.
You are currently at position 1015, 1116.
*This item may be repaired 3 more times.
The sextant is a navigational tool used by the navigator of the Magincia
to pinpoint the ships location on a map. It is triangular and made of
steel, with measurement notches on the bottom piece. Considered a lucky
charm by the navigator, the sextant glows and provides reading light for the
navigator at night. You smile as you feel that this sextant will help you
guide your way around when used.
[*]<290hp 697sp 347st> enter portal

You enter the worldgate.

At the Center of a Circle of Stones NW N NE
(-------------------------------------------------) W <---(M)---> E
SW S SE
A translucent, circular worldgate is hovering in the air here.
[*]<290hp 697sp 347st> look sextant

You focus your powers of observation on a steel sextant:
Item 'a steel sextant' is type sextant, alignment 0, made of steel,
has keywords 'steel sextant'.
This item weighs 0 stones and 5 pebbles, and is valued at 100,000 gp.
This level 60 item has the attributes: identified none
A steel sextant is in excellent condition.
You are currently at position 1279, 1053.
*This item may be repaired 3 more times.
The sextant is a navigational tool used by the navigator of the Magincia
to pinpoint the ships location on a map. It is triangular and made of
steel, with measurement notches on the bottom piece. Considered a lucky
charm by the navigator, the sextant glows and provides reading light for the
navigator at night. You smile as you feel that this sextant will help you
guide your way around when used.
[*]<310hp 697sp 402st>



Ok, that's what comes out. The X pos reported is correct sign, but the y pos is actually negative.

I've downloaded ZMapper and lo and behold it does have a x, y (absolute) coordinate variable, and facility to move things absolutely... but of course I've got no idea how to use it, especially from within ZMud, and the help files don't. (Tho they'll be handy once I get the gist of it).

Thanks for your help so far. I haven't been able to find much of use in the forums for actual examples of how to use ZMapper functions in ZMud. Of course, I've only had it installed for 10 minutes and been searching for 5. :D
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It looks like a velvety gold-and-black rope...
It feels like a velvety gold-and-black rope...

But it seems that when you pull it it's attached to four large and aggressive slashing things.
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LilJaguar
Newbie


Joined: 01 Nov 2004
Posts: 5

PostPosted: Wed Nov 03, 2004 12:45 pm   
 
(sigh)

Well, thanks to the fact that I had the y axis direction wrong (I could have sword positive was supposed to mean up) and my x's and y's were therefore way, way off, I decided to scrap it all and start again. ZMapper has an X, Y function for adding new rooms (I still want to know how to do that from within ZMud!) so I'll be able to patch it together properly now. Thanks to you both for your help and all. I do appreciate it.
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It looks like a velvety gold-and-black rope...
It feels like a velvety gold-and-black rope...

But it seems that when you pull it it's attached to four large and aggressive slashing things.
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