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nutsnbolts Apprentice
Joined: 01 May 2002 Posts: 188 Location: USA
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Posted: Sat Jul 20, 2002 6:16 am
How do to fix this with mapper? |
Here is an example of a room in the game.
The Baltic Gates [Gates][NightCloudy]
Gates that is immensely built to protect the outer rim of the western
edge of the Savan Outer Span. This is usually due to long age rim that
was develop from time.
[Exits: north south]
The problem with this is that the weather and day changes and everytime i come back to the room, it reads it differently as a new room and basically how do I make it so that it doesn't keep fooking up my mapper.
Thank you for everything, it's always appreciated. |
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TonDiening GURU
Joined: 26 Jul 2001 Posts: 1958 Location: Canada
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Posted: Sat Jul 20, 2002 6:31 am |
Just a guess but perhaps you could tag the room name with
#TRIGGER {^(*) ~[} {#TAG name {%1}}
Not sure what kind of havok it would cause with other mud output though
Ton Diening
Providing untested answers that tend to be
more complicated than others. |
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nutsnbolts Apprentice
Joined: 01 May 2002 Posts: 188 Location: USA
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Posted: Sat Jul 20, 2002 7:09 am |
I'll try it out and see if it works...
Thank you for everything, it's always appreciated. |
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nutsnbolts Apprentice
Joined: 01 May 2002 Posts: 188 Location: USA
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Posted: Sat Jul 20, 2002 6:24 pm |
Ok it's grabbing just the Room name correctly but the exits are all fooked up.
Somehow it's not grabbing room exits correctly. I tried reconfiguring but still no avail. I don't know exactly how to manually edit the settings to read it correctly.
Any idea?
Thank you for everything, it's always appreciated. |
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TonDiening GURU
Joined: 26 Jul 2001 Posts: 1958 Location: Canada
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Posted: Sat Jul 20, 2002 6:40 pm |
Name:
#TRIGGER {^(*) ~[} {#TAG name {%1}}
Then force the exits with:
#TRIGGER {~[Exits: (%*)~]} {#TAG exit {%replace(%1," ","|")}}
That might get the exits then.
You may also wish to go over this post to see what was suggested for tweaking settings that
the mapper uses.
Ton Diening |
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