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Johannesburg Newbie
Joined: 11 Jun 2005 Posts: 1
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Posted: Sat Jun 11, 2005 1:10 am
Mapping - One-way Gates/Doors |
I am standing in a room with one visible exit to the west. I can then type the command 'unlock gate' and an exit to my east will be revealed - upon looking at the room description now the exits to the east and west are both visible (whereas before I unlocked the gate only the western exit showed). This eastern exit now stays open for about 15 minutes before closing off again and returning the room to a dead end. If I take the eastern exit (whilst the gate is unlocked) and wait 15 minutes for the gate to close, I will still be able to exit back to the west, but will just find myself unable to return through the gate.
-o|<-o
- link
o room
| gate
< one way
(I can walk through the gate from the right hand side but need to unlock it before walking through it from the left hand side..)
Writing a path for this is easy enough (just creating a 'direction' to send 'unlock gate' with a reverse direction of #ok and an #ok trigger if "The gate is already unlocked.") however how should I approach this using the Mapper? I have tried a mixture of special exits combined with one way links and doors but can't seem to make it run smoothly. I'd like to be able to use the map to click on a room to walk the path no matter which way through the gate and no matter if the gate needs unlocking or is already unlocked.. I just can't hack it.. Any suggestions?
Thanks. |
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Maelstrom Apprentice
Joined: 10 Feb 2005 Posts: 158
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Posted: Sat Jun 11, 2005 4:26 am |
You can, and sounds like you did, mark the mapper as you stated above. This wont change anything when moving manually however as you may have noticed. What works good for me in this kind of situation is twofold.
1> In room where you can unlock the gate right click room on mapper and go to properties. In the new window you will see two sections top and bottom. On the bottom side click the "Room Script" tab and in there use:
#SEND {unlock gate}
Now every single time you enter this room "unlock gate" is going to be sent to the mud.
2> use #GAG on the next line received from the mud. Almost sure it would be either "You unlock the gate" or "The gates already unlocked!" or something.
In effect these two steps will make the room look and feel like any other and you wont notice the difference. I would still keep the mapper exit as one way to remind you of whats actually going on. It should be noted that this will only work when the mappers running. Moving around without the mapper wont do anything but I have found this to be a decent solution... |
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