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Larkin Wizard

Joined: 25 Mar 2003 Posts: 1113 Location: USA
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Posted: Fri Feb 03, 2006 12:30 pm
Mapping too many 'other' exits in one room |
Well, it was suggested that I start a new topic for this, so here it is...
I have trouble mapping rooms that have more than one "other" exit type, such as an in and an out. Sometimes when I try to go in, it follows as though I went out, and vice versa. To get around this, I usually assign the exits standard directions, such that trying to go up or west makes me go in or out. However, there are a few rooms that I've found where this doesn't work so well because all exit directions exist there.
Does anyone have tips for mapping rooms where you have more than one 'other' exit and you only get one little dot on your display? Is it necessary to make some sort of room script or map script to capture the direction you intended and somehow force the map to follow you there? |
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mr_kent Enchanter
Joined: 10 Oct 2000 Posts: 698
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Posted: Fri Feb 03, 2006 1:23 pm |
I have had this problem very little since 7.04. What I've found is that it is caused by one of these:
1) a #TRIGGER {some_text} {#NOMAP;#NODIR} is missing,
2) a #TRIGGER {some_text} {#OK} is missing,
3) a #TRIGGER {some_pattern} {#TAG propt} is missing or incorrect,
4) I have a bad mapper configuration, or
5) something is wonky in the map db.
If the configuration seems to be fine everywhere else, I'd delete the room (and the links to/from it) that seems to have the problem and then automap the room back in using the >exit>dir syntax. If this fixes the problem, I attribute the problem to wonkiness.
Hope this helps. Without seeing/using your map while connected, I can't think of anything else to try. The behavior you describe should not be expected as I no longer have this problem at all on a completed very big map with many "other" type exits.
EDIT: I got to thinking about this some more and remembered when I finally got rid of this problem on an LPMUD with non-standard exits.
What I did was create speed menu items for creating #NOMAP;#NODIR triggers and also for exits lacking a standard room desc after moving.
Maybe something similar will help you...
Code: |
#VARIABLE NOEXITS {There is a scarlet velvet rope blocking the passage in that direction. Apparently the exhibits therein are under construction or renovation.|The tired-looking, dark-haired human whispers in your ear: You will have to ask me for the rehearsal before you can go in there!|Several guards prevent you from going that way.|You try to pass through the turnstile, but almost break your nose on the horizontal bars.|The door to the hut is closed and you can't seem to open it. Perhaps you should try again later.|The southeast guards armoury is currently off limits.|The southwest guards armoury is currently off limits.|Bars prevent you from proceeding south.|You don't want to go into the jail, do you?|Oops, looks like the citizen is on holiday and everything's locked up for now.|Only cadets and graduates may go in there.|An invisible barrier has been erected by the Wizards of Roke. It looks like there's some construction going on there. Maybe you should try back later.|You are not allowed to enter the store-room.|An invisible barrier has been erected here. It looks like you're going to have to come back at a later date.|That area is off limits!|What ?|You can't seem to climb over the coral fence.|You're not a member of the Equestrian Society.|The underbrush is too thick to walk in that direction.|The undergrowth is too thick to walk in that direction.|A small hut blocks your way in that direction.|A house has been built in that direction!|The river bank becomes too steep to the southeast to follow it without getting your feet wet.|The burly dull centaur blocks your way into the tent.|Rearing up on his hind legs, the bear towers over you, blocking the way south.|You are too tired to move in that direction.|Walking through doors is a skill you haven't mastered yet. Try opening them first.|You decide not to pursue the southbound track at this time, as it looks rather slippery.|An apprentice steps in front of you and declares: You have not proven yourself worthy to go there.|There is no obvious exit southeast.|Enter what? You don't see any way to do that here.|You trip on some rocks and fall down.|You can't enter the island yet, since some parts of it isn't ready to open yet. You don't want to spend your vacation in a working zone, do you?|Nah, those stairs looks slippery...it's safer here.|The river troll is sitting in the way. You can't enter the cave.|There is no obvious exit east.|Only Noldor are allowed past this point.|You try to go up, but realize the door is locked.|There is no obvious exit northeast.|There is no obvious exit down.|There is no obvious exit northwest.|The forest looks too dark and wicked to enter. Perhaps later it will be safer to enter.|The road is closed by order of Lord Denethor, Steward of Gondor.|The camp may be highly dangerous, with terrible things that will attempt to hunt you down and slay you like vermin! Best think twice before entering!|You tumble down the bank, painfully hitting several boulders in the process.|The bridge is broken! You cannot go north here, the river blocks your way!|An orc stops you from going that way.|The green door is closed.|The brown door is closed.|The shop is closed for the night. Please come back in the morning.|The door is closed.|A guard stops you, saying: No-one may pass this Gate without a password!|The metal gate is closed.|The wooden door is locked.|The wooden door is closed.|> What?|That area is for cadets only.|The great gate is closed.|You are prevented from going this way!|Someone has planted a sign in the middle of the road and a barrier blocks the track. The sign reads: 'On behalf of your own security, this exit is currently closed.'|You can't just walk through that shuttered opening!|Unfortunately, the game trail to Prayer's Eye Peak is closed at the moment.|The mountains here seem to give you no trail to follow, you cannot find any way to go in that direction.|You force your way through the bushes in southeast direction. However, after some time you find your own tracks and you realize you have been walking around in circles.|There is no obvious exit west.|That way is blocked for now.|That area is off limits.|A barricade has been erected to try and deal with some poachers, it should come down as soon as the problem is rectified.|A recent storm has blown a lot of debris across the path, making the shore inaccessible for the time being. Some of the locals should have it clear soon.|You must rise first.|A worker stops you and informs you the warrior's crafthall is undergoing some repairs, and won't be open again for some time.|You're not likely to be able to walk through a door. If you could you wouldn't need one!|You aren't allowed in the kitchen!|That area is the private living quarters of the Lord of Port Macdunn, and off limits to all but personal guests.|A guard prevents you from going that way.|You must stand up from the stool before you can do that.}
#VARIABLE ValidExitsWithNoExitLine {You board the sturdy wooden boat.|A dark room.|Deck of the barque.|On the boat.|In the midst of an ancient forest by a clear spring.|Within a vast evergreen forest.|Secret garden.|A roof.|Dark trail.|Limestone cliff.|Pig Pen.|On the ship.|Up in a tree.|The top of a tree.|In the ford of the River Bruinen.|Lost in a dark forest.|Deep in a forest on the foothills of the Misty Mountains.|In the foothills of the Misty Mountains.|There is one obvious exit: cabin.|In the Misty Mountains.|Somewhere in a dark forest.|A rocky path next to a dark forest in Eriador.|Up in the branches of a tall tree.|At the top of a tall tree.|A bushy thicket on a stony ridge in the northern parts of Ithilien in Gondor.|A rock in a forest in the northern parts of Ithilien in Gondor.|The lowest branch of a giant cedar.|A branch halfway up a giant cedar.|In a rowing boat.|You row west across the currents of the mighty River Anduin.|On the plains of Abanasinia.|Burnt Plains.|On the deck of the elegant ship.|Prison cell in Port Macdunn.|In a light forest.|On a ridge in a light forest.|On the deck of the Sgian Dubh.|On the deck of the Aigne Deas.|On the deck of the Cuinnsear.|On the deck of the Bonnie Lass.|In a tall tree.}
#TRIGGER {{@NOEXITS}$} {#NOMAP;#NODIR 1}
#TRIGGER {{@ValidExitsWithNoExitLine}$} {#OK}
#MENU {Set line as NO EXIT} {#ADDITEM NOEXITS %selline;#NODIR;#NOMAP} ""
#MENU {Set line as VALID EXIT} {#ADDITEM ValidExitsWithNoExitLine %selline;#OK;} "" |
Hope this helps! |
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