ID:176093
 
I hope I can explain this...

ya know how when the z is big, the screen moves when you move..well..is there a way to have a place where it's little and doesn't scroll..like the x and y would be like 6,6 big, and then you could go to another place and have it 25,25 big? (I ain't good at explaining)
MartialArtistAbu wrote:
I hope I can explain this...

ya know how when the z is big, the screen moves when you move..well..is there a way to have a place where it's little and doesn't scroll..like the x and y would be like 6,6 big, and then you could go to another place and have it 25,25 big? (I ain't good at explaining)

Look up world.view and client.eye in the reference. I'm pretty sure that is what you need.

~>Volte
If you mean having each map a different size, you'll have to create a dense, completely black turf and use it to fake the edges of the smaller maps.
In response to Crispy
and this library helps too. :)
In response to Volte
How do I get view and eye to change when a character enters a door or something? It doesn't let me.
In response to MartialArtistAbu
You assign client.eye to atoms. You can make the eye follow the mob, but give it a few steps of slack if you want that in stead. (I.E. you move the mob, the eye stays. You move the mob too far from the eye, the eye re-locates to the mob.) You can use areas to change the eye when people enter:
area
room
var
X=1
Y=1
Z=1
Entered(atom/movable/A)
..()
if(ismob(A)&&A:client) A:client.eye=locate(X,Y,Z)
With this, you would create different instances of the area, and simply give them different X, Y, and Z values. Thoes would corespond to the new location of the eye.

A room example:
W W W W W W W W W
1 1 1 1 W 2 2 2 2
1 1 1 1 2 2 2 2
1 1 1 1 W 2 2 2 2
W W W W W W W W W

W = Wall
1 = Area instance 1
2 = Area instance 2