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» SmaugMuds.org » Codebases » AFKMud Support & Development » Mobiles and stayarea, mudprog...
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Mobiles and stayarea, mudprog question
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Post is unread #1 May 30, 2003, 8:48 pm
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Somnio

GroupMembers
Posts39
JoinedMay 25, 2003

While making my own cheap and flimsy&#153; version of ship (the kind that float) completely in mudprogs, I've noticed that you can mpforce a mob, which is flagged for stayarea, into a sector of a different kind (say.. from water onto land). Is there another way to move a mobile (accessable from mudprog, of course) that would keep the mobile on it's home sector? (So far, it looks like no.. and that makes sense, but I thought I'd post the question just in case)
       
Post is unread #2 May 30, 2003, 10:18 pm
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Somnio

GroupMembers
Posts39
JoinedMay 25, 2003

okay.. here's the question.. after a while of working on nothing but..
I've noticed that a mptransfer on overland will NOT work, only bring you to the room's vnum (which, in this case, is 50000).. however if switched you can still use the goto command, which works. My question is: what are the fundamental differences between mptransfer and goto.. at least in respect to overland? It seems to me that if goto is a much more powerful transfer, why isnt this method used instead?
       
Post is unread #3 Jun 2, 2003, 7:34 pm
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Xorith
The Null Value
GroupAFKMud Team
Posts254
JoinedFeb 23, 2003

With the overland, it's the flag 'onmap' and having coords set.

Do this: summon a mob to your room off overland, and stat m it. Then goto the overland and transfer it again to you, and once again stat m it. You'll see the flag 'onmap' and the coords of the mob
       
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