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» SmaugMuds.org » General » Building » An area within an area
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An area within an area
< Newer Topic :: Older Topic > Randomly moving areas

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Post is unread #1 Jun 6, 2002, 9:34 am
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Stillwater

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JoinedMay 3, 2002

I would like to create a bedowin family's camp. And I would like it to move around my desert area.

I have about 100 rooms of desert. Within this will be a perminatly placed Oasis, and at some point a pyrimid complex and temple at other locations. But I am really interested to have my bedowins randomly wander around.

It seems like there would be a way to set the entrance to the area within the area as a random 'exit'. Any suggestions?

Thanks for the help
Stillwater
       
Post is unread #2 Jun 6, 2002, 8:41 pm
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Dwip
Dementius Rabbitus
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JoinedJan 1, 2002

It's bedouin, IIRC.

The R reset command won't actually work for you, if that's what you were considering.

As for truely randomized exits, that might need to be coded, but one thing you COULD do is to set up some sort of rand_prog in the enterance room to the camp that fires itself every so often. It would delete whatever previous exit from the camp there is, and choose from a series of new ones using the rand ifcheck. It would then need to go make another exit leading into the camp in whatever room it chose with another mpopenpassage.

If that made no sense, which I'm sure it probably didn't, I'll see if I can scribble down some code for it.
       
Post is unread #3 Jun 7, 2002, 7:21 am
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Stillwater

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Actually I followed that. And thanks for the spell check on that. I can never seem to remember how to spell that word correctly.

I may need to come back to you for a bit of help on the program. I would put the program in the header for the camp right? And since I don't have the camp built yet it may be jumping the gun a bit. But this will be useful if we decide to do similar things in other areas.

I am a bit partial to areas that are not highly predictable in where they are and when.

Thanks for the help.
Stillwater
       
Post is unread #4 Jun 7, 2002, 11:09 am
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Dwip
Dementius Rabbitus
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JoinedJan 1, 2002

The prog needs to go after the room in the area file, actually.

Which rpedit will of course do for you. Although you can hand edit em just as well. There are plenty of examples of such in the stock areas. *shrug*

And yeah, y'all know where I live if you need help or anything.
       
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