Mudlett mapper. How to make it work?
-
- Posts: 97
- Joined: Wed Jul 25, 2012 12:35 pm
Mudlett mapper. How to make it work?
1/ How to make first location on mapper? (No map or valid position)?
Re: Mudlett mapper. How to make it work?
Depends on which mapping script are you using with it, which game are you playing?
-
- Posts: 97
- Joined: Wed Jul 25, 2012 12:35 pm
Re: Mudlett mapper. How to make it work?
I don't use any script...
I'm playing Arkadia. Engine for that is LPMud
I have one of cmud map's one from my mud-mates but i don't have skills implement that to mudlett.
I'm playing Arkadia. Engine for that is LPMud
I have one of cmud map's one from my mud-mates but i don't have skills implement that to mudlett.
Re: Mudlett mapper. How to make it work?
You do need a mapper script to make it work on your MUD, as MUDs are quite different... maybe the LP one might help you: http://forums.mudlet.org/viewtopic.php?f=13&t=1979
-
- Posts: 97
- Joined: Wed Jul 25, 2012 12:35 pm
Re: Mudlett mapper. How to make it work?
For me any script dosen't work.
None of them start a first location..
None of them start a first location..
Re: Mudlett mapper. How to make it work?
You need to adapt the scripts to fit your game. Check out the mapper documentation on the wiki. To set a location use the function centerview(roomID) e.g. centerview(1) if your current room has ID 1. If your room ID aren't integer values you can use the getHashByID() functions to translate your room IDs to integers.
-
- Posts: 97
- Joined: Wed Jul 25, 2012 12:35 pm
Re: Mudlett mapper. How to make it work?
I use "generic mapper script" so i can draw a normal map
Before I start mapping for good I want to know, how to avoid drawing map in case
e
You are to weak to go in that direction
(Mapper draws, a new location)
There is a single script to avoid that?
Before I start mapping for good I want to know, how to avoid drawing map in case
e
You are to weak to go in that direction
(Mapper draws, a new location)
There is a single script to avoid that?
Re: Mudlett mapper. How to make it work?
It would depend on when is the script drawing. If it's only drawing on a new room, then it wouldn't do that.
Re: Mudlett mapper. How to make it work?
If you have areas with identical room descriptions, I would recommend having a special command to add the room to the map, otherwise it would be impossible to distinguish.
-
- Posts: 97
- Joined: Wed Jul 25, 2012 12:35 pm
Re: Mudlett mapper. How to make it work?
Example walking script:
That's working but I have few problems.
How to set dot on location i mathed ?
Because mapper sometimes when I have huge ping script don't matches right exits and he's drawing map when he shouldn’t.
Can you give me an example of gotoRoom() command?
Allias:
code: gotoRoom(1)
There is a manual to special exits?
And when I select few locations and relocate them mapper draws location instead to move dot to right location.
after going to east:
1 - Mapper drawing false location
2 - Dot should be here