Solved: Closed doors and elevators #120
Replies: 3 comments 2 replies
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Making a trigger to As for the elevator, you can make an exit named |
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Awesome! Thank you immensely for the timely response. I think the elevator movement will be solved with this. |
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It worked beautifully! Can't thank you enough. |
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Hey! New user here. Awesome work on TinTin!
Gotta admit, it was a bit overwhelming at first, mostly because I'm new to MUDs as well. But it's grown on me quite a bit.
Recently started mapping a MUD and ran into a couple situations.
Apologies if any of the questions are a bit too basic.
1st- Saw this on another post.
Would something with those work to prevent the map to move through closed doors? I thought maybe having a trigger to
#map undo
if I get any of the "can't go there" messages from the game. Would something like that be viable at all? If so, how would one go about it?2nd- The MUD in question has elevators.
This is a compound problem, starting with the fact that the elevator doors are closed automatically and are opened by a
push button
command. On that front, if the above would work, or some way to detect open/closed door is available, I'd imagine I could set up something for detection of 'elevator's here, doors opened' messages to trigger opening or closing the way for the map itself. Doesn't seem like much of a hurdle. Does any of this make sense? I'm thinking through it as I type.Then the real fun begins, the moving about floors. If that problem was faced before I'd love tips. Luckily, the game also have a
push <n>
to press a button to a corresponding floor and go there. So about that my idea so far is, use#map dig u/d new
and hook something up to detect thepush <n>
commands and trigger#map goto <target vnum>
. It feels a bit cumbersome and that means I'd probably have to hard code all vnums, wich isn't that big of a deal so far, but I have no idea how to properly make TinTin scripts or if any of this is viable at all.Beta Was this translation helpful? Give feedback.
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