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» SmaugMuds.org » Codebases » AFKMud Support & Development » redit exit command wont add a...
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redit exit command wont add a gate
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Post is unread #1 Jul 31, 2008, 1:55 pm
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inga
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I run an exit command the same way I did in smaugfuss:

redit exit n 60001 3 gate

It allows the command but simply doesent bother to add a gate.
I can walk thru the door but thats it..

Exactly the same command in smaugfuss adds an exit with a gate that can be opened or closed.

Is there a syntax change in afkmud for adding exits that isnt in help files?
       
Post is unread #2 Jul 31, 2008, 2:14 pm
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David Haley
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inga said:

It allows the command but simply doesent bother to add a gate.
I can walk thru the door but thats it..

Do you mean that you can walk through the exit but that there is no door? I'm a little confused by how you're using door/exit/gate.
       
Post is unread #3 Jul 31, 2008, 2:26 pm
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Kayle
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I've never seen anyone try and use the numbers for the flags, I've always seen it as:

redit exit n 400 gate isdoor closed
(command) (argument) (direction) (vnum) (keywords) (flags)
could also specify a key in there between vnum and keywords if desired.
       
Post is unread #4 Jul 31, 2008, 11:21 pm
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inga
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Here is from Hernes guide:
I tried his method which worked on smaugfuss 1.9 and I tried kayles suggested method.
In either case it says exit added, but theres no door. Wierd.

If only 'redit exit (direction)' is specified, the exit will be removed.
The 'key' field is optional when specifying keywords. All other fields
are required previous to the field desired.

Examples:
redit exit n 3001 - Creates an exit north to room 3001
redit exit n 3001 3 gate - Changes the exit n to have a closed "gate"
redit exit n 3001 3 15 gate - Changes the gate to allow a key (vnum 15)
redit exit n - Removes the north exit

       
Post is unread #5 Jul 31, 2008, 11:24 pm
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Kayle
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gate is the keyword for the exit. It doesn't imply that the code will interpret what you want and automatically flag it as a door and closed. If trying it my way produced no results, you have a problem, because that was tested on a completely stock FUSS 1.9 and if it's not working for you, we're going to have to figure out why.
       
Post is unread #6 Aug 1, 2008, 8:34 am
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inga
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ya, that was what i was saying earlier.. i run smaugfuss 1.9 and using the same commands
get success on the 1.9 and nada on afk..

perhaps a clean compile and test. i will try. :rolleyes:
       
Post is unread #7 Aug 1, 2008, 8:51 am
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inga
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tried clean compile.. same issue..perhaps issues running on windows with afk
       
Post is unread #8 Aug 1, 2008, 9:08 am
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inga
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ok.. first thing I note is that the default admin isnt affected by closed doors
in this, whereas they affected them normally in smaugfuss.

I created a test character these mysterious doors now exist for him.

As admin I just wander through them. So some
difference in the way immortals react to stuff here.
       
Post is unread #9 Aug 1, 2008, 6:08 pm
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Kayle
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Sounds like Imm's are AFF_PASSDOOR on AFKMud.
       
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