undefined rooms??
Posted: Fri Feb 04, 2011 7:18 am
I tried something this evening and at first it appeared to be a huge success....
I have been using a room to act as a placeholder in my mapping script (addRoom(1)) all rooms and exits that have not been used go here. this room has no position and has not been assigned to an area. (script catches this and updates it)
I noticed that one of the exits being mapped displayed a "room" where the exit was (the same as where map changes areas in 3d mode). I decided to exploit this behavior by using 13 rooms(1 for each std dir and 1 for all spec) with no position and no area... the effect was great,,, as you mapped a room green rooms would appear with the exits mapped. When you entered a room the script recognized it was one of the 13 rooms and created a new room in the right location and mapped the exits.(using the same 13 rooms) This all worked very very well but.....
Once the map was saved and restored.... whenever you entered 1 of the 13 (undefined rooms, no area, no location, no exits defined for those 13 rooms) the map went haywire! Goofy! I mean that connections were made between these 13 rooms and other rooms all over the map... I wouldn't have thought that what I had done would cause such chaos in the map(and makes me reconsider even using 1)....
I guess I don't fully understand what mudlet does when you assign an exit to a room and what changes when the map is restored??!??
(I almost posted this in whatever... )
Omit
I have been using a room to act as a placeholder in my mapping script (addRoom(1)) all rooms and exits that have not been used go here. this room has no position and has not been assigned to an area. (script catches this and updates it)
I noticed that one of the exits being mapped displayed a "room" where the exit was (the same as where map changes areas in 3d mode). I decided to exploit this behavior by using 13 rooms(1 for each std dir and 1 for all spec) with no position and no area... the effect was great,,, as you mapped a room green rooms would appear with the exits mapped. When you entered a room the script recognized it was one of the 13 rooms and created a new room in the right location and mapped the exits.(using the same 13 rooms) This all worked very very well but.....
Once the map was saved and restored.... whenever you entered 1 of the 13 (undefined rooms, no area, no location, no exits defined for those 13 rooms) the map went haywire! Goofy! I mean that connections were made between these 13 rooms and other rooms all over the map... I wouldn't have thought that what I had done would cause such chaos in the map(and makes me reconsider even using 1)....
I guess I don't fully understand what mudlet does when you assign an exit to a room and what changes when the map is restored??!??
(I almost posted this in whatever... )
Omit