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Baggins
Newbie


Joined: 10 Dec 2000
Posts: 4

PostPosted: Fri Jan 28, 2005 7:49 pm   

How do I incorporate hidden exits in my maps?
 
My favorite mud uses hidden exits. That's exits that you have to discover before you can use them.
To do this you have to figure out where/what to examine closer, and then use the search command/skill to find the exit.
If the search is successfull you'll get a message like e.g. "As you search you discover a door."
Then you can use the door the next few minutes, before it once again becomes hidden.

When I map and find a hidden exit, I just reload the room, and then the mapper knows of the new found exit, but my problem is when I use the map for speedwalking.

How can I make so that the "map" knows that an exit is hidden, and has to be found first before it can be used?

Baggins
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Vijilante
SubAdmin


Joined: 18 Nov 2001
Posts: 5182

PostPosted: Fri Jan 28, 2005 9:44 pm   
 
You have 2 options:
1. Get zMapper so you can create a new exit type with a special script to handle the searching.

2. You have to mark the exit as a door. Then override the door handling in the mapper with your own. This is done by having alias as the door command and using the doorname field to contain special data about the exit.

Neither method is really for the beginner, but the first method has strong advantages over the second. A solid knowledge of scripting in zMud is required to have either method work properly. Also I assume searches can fail, so only slow mode speedwalking is reccommended. Further complications arise with fast and safe mode, but they can be used with careful planning.
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