ID:150288
 
Ok I been been looking before I asked here, but I can't seem to find any info on having Multiple Maps. And how to jump from one map to another. Also I have two maps in my project, and it goes to the newer map without me assigning it to. How to you setup it up to where the new players enter the correct map on Login()?

Then I have a turf area, that when stepped upon if meeting certain requirement to move on, will send them to the older outside map I made.

LJR
Sounds like your new map pushed your old map up a Z level. If you're starting off on the new map, instead of the old one, you will have to change your login code to compensate for this change. So, if you old Login code has:

usr.loc = locate(2,7,1)

change it to:

usr.loc = locate(2,7,2)

As far as switching between maps, you will need a way for the person to activate the change, either by bumping something, or enetering a turf. Then make that action teleport the player to a location on the new map. To make someone walk from one map to another when they reach the edge, use Entered in the area ( I may be wrong here, but makes sense to me ) at the edge where you want them to be able to pass through to the next map and use something like:

Entered(mob/M as mob)
m.loc = locate(2,7,1) //locate to the new map

~X
In response to Xooxer
Xooxer wrote:
Sounds like your new map pushed your old map up a Z level. If you're starting off on the new map, instead of the old one, you will have to change your login code to compensate for this change. So, if you old Login code has:

usr.loc = locate(2,7,1)

change it to:

usr.loc = locate(2,7,2)
Ok I'll give this a try. For future reference, how does one control which Z each map represents? As I plan on having lots of maps.

LJR
In response to LordJR
LordJR wrote:
Xooxer wrote:
Sounds like your new map pushed your old map up a Z level. If you're starting off on the new map, instead of the old one, you will have to change your login code to compensate for this change. So, if you old Login code has:

usr.loc = locate(2,7,1)

change it to:

usr.loc = locate(2,7,2)
Ok I'll give this a try. For future reference, how does one control which Z each map represents? As I plan on having lots of maps.

LJR


You really can't if you use multiple files, I suggest you learn how to use map tags.
In response to Xooxer
As far as switching between maps, you will need a way for the person to activate the change, either by bumping something, or enetering a turf. Then make that action teleport the player to a location on the new map. To make someone walk from one map to another when they reach the edge, use Entered in the area ( I may be wrong here, but makes sense to me ) at the edge where you want them to be able to pass through to the next map and use something like:

Entered(mob/M as mob)
m.loc = locate(2,7,1) //locate to the new map

Ok I got lots of bad var with this direct code above, but I was able to change the code around to where the compiler liked it, but I may of messed up somewhere, as it is not working.

proc/egate()
Entered(usr)
if (usr.religion=="") return 0
else usr.loc=locate(24,16,2) // Transport to Earth

Here is my code, it also to checks to see if the players has selected a religion yet, if they have not it should return 0, not allowing the player to pass. I tested them both with and without a religion selected, neither of them worked. Any suggestions?
YAY!!! (^_^) Another problem self solved, with some good pointers, thanks guys. Had trouble with the if statement afterwards, but with a few changes got that to work as well!

Here is the answer to my question as always to help those behind me along:

Entered(mob/M)
if (usr.religion != " ") usr.loc=locate(24,16,2) // Transport to Earth

It allows your character with pre-conditions met, to transport to another Z map file!

Happy Coding!
LJR