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Ichabod Newbie
Joined: 05 Sep 2011 Posts: 1
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Posted: Tue Sep 06, 2011 3:20 am
Scripting help for 2 similar rooms, with only variant being the directions. |
Hello,
I am new to zmud scripting or any scripting. I have come upon an issue that I cannot figure out on my own and am looking for help.
The Mines of Durekall
The cavern remains eerily quiet as the sizeable mining operation seems to have been abandoned by the scores of aggernen who previously frequented the mine. Several ore carts sit half-filled or completely empty, abandoned where they sat. Off to one side, a pile of rubble and broken timber shows where some individuals chose haste over caution, anything they were pursuing lost in the subsequent collapse.
Obvious exits: north, west, nw, d
The Mines of Durekall
The cavern remains eerily quiet as the sizeable mining operation seems to have been abandoned by the scores of aggernen who previously frequented the mine. Several ore carts sit half-filled or completely empty, abandoned where they sat. Off to one side, a pile of rubble and broken timber shows where some individuals chose haste over caution, anything they were pursuing lost in the subsequent collapse.
Obvious exits: se, nw
What I need to do is push my mining cart NW in the first room, and I need to drop several mining beams in the 2nd room, and then push my cart NW again.
I tried using a trigger The Mines of Durekall and then using a couple #COND statements withing parameters, but I cannot get that to work.
Is there a way to not only trigger The Mines of Durekall, but also Obvous exits: se, nw and Obvious exits: north, west, nw, d in the same trigger?
Thanks for any help. I will keep messing around and hope for something. |
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shalimar GURU

Joined: 04 Aug 2002 Posts: 4749 Location: Pensacola, FL, USA
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Posted: Tue Sep 06, 2011 4:03 am |
Don't use any params for it then.
Code: |
#TR {The Mines of Durekall} {}
#COND {Obvious exits: (*)} {
#IF (@pushcart) {
#IF (!%match(%1, "d")) {drop beams}
push cart nw
}} |
You will need a means of toggling pushcart to 1 when you are doing this activity and 0 otherwise, so it doesnt go off on normally walking through the area |
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