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shalimar GURU
Joined: 04 Aug 2002 Posts: 4715 Location: Pensacola, FL, USA
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Posted: Wed Aug 26, 2015 9:45 pm
Elevators |
So I've mostly only played on games with medieval technology.
How do you guys deal with them in your mapping?
I thought of having the room itself shift, but that seems mapper intensive, needinging to toggle it into mapping mode and back.
There is also the issue of so many potential exits using the same cardinal direction.
Elevator is completely voice activated, be it to call it to your level, or to go to your destination level.
So clearly we need a separate room for the elevator for each level it has stops at (or one that can only be reached via #TELEPORT).
Then there needs to be a system for getting to each floor from each of the other floors without stopping at each level like manual climbing does.
When at any given elevator this is the proceedure:
say something
#WAITFOR {messaging} {enter command}
say destination
#WAITFOR {message} {#TELEPORT appropriately;exit command}
And this would need to be easily repeated for any number of elevators.
Any suggestions? |
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Vijilante SubAdmin
Joined: 18 Nov 2001 Posts: 5182
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Posted: Thu Aug 27, 2015 8:36 am |
I first completely override the mapper's ability to walk anywhere. Even double-clicking in the mapper gets shut down with the destination recorded for processing by my own scripts.
In order to do the elevator you describe I would set the 'say something' as an other type exit. Display specifics when entering and exiting the elevator would determine whether further script action is needed. If it is needed then in each attached room and the elevator I would put a script that checks whether my autowalk script is active when the 'message' is received and would resume the stepping as needed. I remember playing on a mud with elevators where you had to push button, wait for doors to open, enter the elevator, push a button, wait to arrive at the correct floor, exit elevator; I don't recall how I solved that one. |
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shalimar GURU
Joined: 04 Aug 2002 Posts: 4715 Location: Pensacola, FL, USA
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Posted: Thu Aug 27, 2015 7:16 pm |
Pretty much the same only speaking instead of pushing.
But i get the feeling this game is flooded with them, I have found five on the first accessible area in the game proper so far. |
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