How would I go about moving to a new map? would i do something like make tiles that when the user steped on them it would put them on the new map? would the code look something like this(note i know it will be wrong coding but its used as an example)
proc
newmap()
if(usr.loc = 1,3,1)then
usr.move(locate(2,5,2)
usr << "You feel a strange warmth in the cavern"
would it work out like that? also if that was what would happen would the new map show or would the first level overlap it?
ID:168849
![]() Aug 21 2005, 3:51 am
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I have another problem my map is bigger than it shows on the screen but it wont let my character go to the other parts just the area that he screen shown when i first logged in, how would i make it so i can go throughout the whole map?
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Ehlert wrote:
I have another problem my map is bigger than it shows on the screen but it wont let my character go to the other parts just the area that he screen shown when i first logged in, how would i make it so i can go throughout the whole map? I have no idea what you just said. |
Polaruis wrote:
CIB wrote: Either way, usr and src both work. |
well okay for my map.. on the editor it show a section of it and where the box on it is seems to be the only area i can stay in it wont let me go into the rest of the map when im playin
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Add return 1 to that tile's programming, at the end.
They forgot to add that. It's currently returning 0, meaning that it queries the program to see if a mobile can move out of the tile and since it doesn't respond, it automatically thinks no. |
They're using Entered(), meaning the atom thats entering already has the Ok. They don't need return.Also, I'm pretty sure CIB is right about src being the turf.
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Are you sure you set the map size correctly? In the map editor, goto 'Options>Set Map Size...' and choose the x,y, and z. If you have this set correctly, and you can map other areas, but can't get to them when you run the game, check your login code like someone else said. It's somewhat hard to 'Accidentally' only show 1 part of the map without the screen scrolling. If the screen does scroll, and there appears to be an invisable wall, check the density variables of the objects where you can't go.
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That's one way to do it. Just put the caveentrance somewhere then put cavetileinfrontofcaveentranceturf where you want the usr to enter.
Also, when you post some code, use the DM tags.
That would be how your way should look. In which case you'd have to call newmap() somewhere.