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» SmaugMuds.org » General » General Discussions » Area access with an object
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Area access with an object
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Post is unread #1 Oct 12, 2011, 12:24 pm
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drmike
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Greets:

I actually have a lengthy list of questions but I'm searching first so not to be a bother.

I have one though that I'm not able to find any information on. I'm interested in having some hidden doors and/or areas where they're not visible unless the player has an object in their inventory.

Say there's a hidden door in the side of a cliff. Normally no one can see it but if someone has the "Jade Rock of All Seeing" for example, they see the door.

Neither the exit flags secret or hidden really would apply here as far as I can tell.

Suggestions?

thanks,
-drmike
       
Post is unread #2 Oct 12, 2011, 4:10 pm
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Aurin
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Do you want only the person with the object to see it, or anyone in the room?

If anyone in the room, it's a simple process to create a greet trigger in the room and have it check for said object on each person as they enter. If there, the prog goes on to unhide the exit direction. You'll then want to couple this with an exit trigger, checking for the object leaving the room--if the person with the object leaves the room, the program will then hide the exit direction once again. This makes it necessary for the item to be present at all times the exit is to be used.

If you just want the person with the object to see the door, you'll have to do a bit of coding. ...Or, create a room greet prog checking for said object and do a silent mptransfer to an identical room with the exit. If you want all players to be in the same room as the person who can't see it under this option, you'll need to create a new mpcommand (mptransferall, say), to go through all players in the room and transfer them all to the said vnum. This mpcommand creation would be rather simple, as it's basically a loop through the room and you can call the mptransfer command through each iteration so you wouldn't have to copy everything down to the new command.
       
Post is unread #3 Oct 12, 2011, 4:25 pm
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drmike
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Aurin said:

Do you want only the person with the object to see it, or anyone in the room?


I actually hadn't decided. Now that I think about it, of course, I want both. :)

Aurin said:

If anyone in the room, it's a simple process to create a greet trigger in the room and have it check for said object on each person as they enter. If there, the prog goes on to unhide the exit direction. You'll then want to couple this with an exit trigger, checking for the object leaving the room--if the person with the object leaves the room, the program will then hide the exit direction once again. This makes it necessary for the item to be present at all times the exit is to be used.


That'll work for the most part. Thanks. The concern that see is you;re saying hiding. Rather have it as a closed locked pickproof etc. and not let anyone through it.

The hidden flag will still let players pass through it, right? Just want to make sure.

Will the program allow me to code some that flips through these settings?

Aurin said:

If you just want the person with the object to see the door, you'll have to do a bit of coding. ...Or, create a room greet prog checking for said object and do a silent mptransfer to an identical room with the exit. If you want all players to be in the same room as the person who can't see it under this option, you'll need to create a new mpcommand (mptransferall, say), to go through all players in the room and transfer them all to the said vnum. This mpcommand creation would be rather simple, as it's basically a loop through the room and you can call the mptransfer command through each iteration so you wouldn't have to copy everything down to the new command.


That makes sense as well. thanks
       
Post is unread #4 Oct 12, 2011, 10:02 pm
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Aurin
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drmike said:

The concern that see is you;re saying hiding. Rather have it as a closed locked pickproof etc. and not let anyone through it.

You don't need to do anything extra. A door can have multiple flags on it--hidden, locked (both requiring a key, or not), closed, pickproof, etc. No issues here for what you want.

drmike said:

Will the program allow me to code some that flips through these settings?

Not sure what you mean here, though. You can code whatever you want, really...just have to take the time to do it.
       
Post is unread #5 Oct 13, 2011, 6:58 am
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drmike
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The "Can I do this" was me wondering if you can flip flags on objects. For example have a door go from hidden to visible. I would imagine that this does work since you can lock and unlock a door. I'll go look at that code.

The "If you want the person..." bit actually solves another issue that I was thinking about. Not sure if folks here have played it but I had planned on a starting area much like how D&D online works with the character washing up on shore and winding up in a village that gets overridden every so often. That solution about starting inn one area where the attacks are occurring and then dropping into another one solves that issue.

thanks,
-drmike
       
Post is unread #6 Oct 13, 2011, 7:10 am
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drmike
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Test post trying to get my gravatar to show up. :(
       
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