Login
User Name:

Password:



Register
Forgot your password?
Vote for Us!
auth_update crash
Dec 23, 2017, 10:15 pm
By Remcon
check_tumble
Dec 18, 2017, 7:21 pm
By Remcon
parse description bug
Dec 15, 2017, 10:08 pm
By Remcon
Couple bugs
Dec 12, 2017, 5:42 pm
By Remcon
Bug in disarm( )
Nov 12, 2017, 6:54 pm
By GatewaySysop
LoP 1.46
Author: Remcon
Submitted by: Remcon
LOP 1.45
Author: Remcon
Submitted by: Remcon
LOP Heroes Edition
Author: Vladaar
Submitted by: Vladaar
Heroes sound extras
Author: Vladaar
Submitted by: Vladaar
6Dragons 4.3
Author: Vladaar
Submitted by: Vladaar
Users Online
CommonCrawl, Yandex, Majestic-12

Members: 0
Guests: 9
Stats
Files
Topics
Posts
Members
Newest Member
478
3,708
19,242
612
Jacki72H
Today's Birthdays
There are no member birthdays today.
Related Links
» SmaugMuds.org » General » Building » Unassigning vnums
Forum Rules | Mark all | Recent Posts

Unassigning vnums
< Newer Topic :: Older Topic >

Pages:<< prev 1 next >>
Post is unread #1 Jun 19, 2003, 4:12 pm
Go to the top of the page
Go to the bottom of the page

kilroy
Magician
GroupMembers
Posts122
JoinedMay 1, 2002

Heya All
I would like to Unassign some vnums - to give a smaller range - or is that a null issue - I have assigned myself 200 but now realise that my area is only going to be about 50, so I want to reassign my vnums.
Based on that - if I assign 200 but use 50 - when I installarea do the remaining 150 go back into the pool?
I guess that is 2 ways of asking the same question
Kilroy
       
Post is unread #2 Jun 19, 2003, 5:53 pm
Go to the top of the page
Go to the bottom of the page

Samson
Black Hand
GroupAdministrators
Posts3,639
JoinedJan 1, 2002

Best way to shrink an assigned range is to shut the port down, edit the person's pfile *AND* god file, then the area file, and then start the mud back up and let them log in with the new range. Otherwise it gets to be a seriously big pain in the ass. :P
       
Post is unread #3 Jun 20, 2003, 11:15 am
Go to the top of the page
Go to the bottom of the page

kilroy
Magician
GroupMembers
Posts122
JoinedMay 1, 2002

Much obliged Samson

Kilroy

ps - how difficult would it do to code a vremove command ?
if that makes sense?
       
Post is unread #4 Jun 23, 2003, 2:21 pm
Go to the top of the page
Go to the bottom of the page

Xorith
The Null Value
GroupAFKMud Team
Posts254
JoinedFeb 23, 2003

For a vremove command:

You'd have to clean the person's pfile of the area range, then the god file. You'd then have to move their old area to a backup or remove it completely. This would more than likely require a hotboot I'm looking into an area reload command though, if I can get that working then this will be easy.

-- X
       
Post is unread #5 Jun 25, 2003, 4:02 am   Last edited Nov 24, 2007, 8:44 pm by Samson
Go to the top of the page
Go to the bottom of the page

Samson
Black Hand
GroupAdministrators
Posts3,639
JoinedJan 1, 2002

I thought briefly about an area reload command. Then when I realized what a disaster it would be to get rid of all the things like mobs and objects and players... ugh. Would be something you'd only want to do on a proto zone, not an installed one.

But then of course you STILL need to clean the pfile, god file, their range pointers, the area's vnums, all of this without damaging existing things they want to keep.

Heh. In the end, it's just simpler to do some things by hand :P
       
Pages:<< prev 1 next >>