About Us
Products
Purchase
Downloads
Support
Forums
Contact Us
Site
 Register to post in forums, or Log in to your existing account
 

Play RetroMUD
Post new topic  Reply to topic     Home » Forums » zMUD General Discussion
Larkin
Wizard


Joined: 25 Mar 2003
Posts: 1113
Location: USA

PostPosted: Sun Feb 29, 2004 4:10 pm   

Mapping wormholes
 
In Achaea, we have wormholes that are spliced between two rooms (in addition to all the "normal" exits) and we can "worm warp" back and forth between these rooms.

Can anyone give me any tips on possibly using triggers, room scripts, exit commands, or whatever to successfully map these wormholes and speedwalk with them? On a semi-related note, can I associate a cost with a certain exit or does it go with the room only?

Thanks,
Larkin
Reply with quote
Vijilante
SubAdmin


Joined: 18 Nov 2001
Posts: 5182

PostPosted: Mon Mar 01, 2004 4:50 am   
 
If these are user created, temporary items then the scripts could get quite complex. If they are a permanent thing then you can create an exit link between the appropiate rooms and set the 'Other Com' field of the exit to the correct command. The exit can be put to any direction open on the room for easy of use or can be set with 'other' as the direction.
Reply with quote
Larkin
Wizard


Joined: 25 Mar 2003
Posts: 1113
Location: USA

PostPosted: Mon Mar 01, 2004 9:55 pm   
 
They are player-created wormholes, but they're fairly permanent, for the most part. I'll play around with creating custom exits for them and using the room command.

I'm a bit concerned about a couple room, however, that have exits in all possible directions already, including the 'other.' I've noticed that the mapper does not deal with more than one 'other' exit from a room.

For example, if a room has both an 'in' and an 'out' exit, zMUD will move you in for both of them. When I tweaked the 'out' to look like a down on the mapper, it followed me the correct direction. I know that this is a different sort of bug, but it's related to the use of the 'other' exit for wormholes...

Thanks,
Larkin
Reply with quote
Larkin
Wizard


Joined: 25 Mar 2003
Posts: 1113
Location: USA

PostPosted: Tue Mar 02, 2004 5:51 pm   
 
Since I consider a wormhole to be a sort of permanent portal, would anyone be willing to explain how to use the #portal command properly? I'm a bit confused on what goes where and how the mapper gets updated when you portal.

Thanks!
Reply with quote
Display posts from previous:   
Post new topic   Reply to topic     Home » Forums » zMUD General Discussion All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

© 2009 Zugg Software. Hosted by Wolfpaw.net