Simple, Basic Mapping Script Thread
Re: Mapping
On this map you can see down at 6 o'clock 2 rooms that have 2 one way exits to each other. This is a classic example where you need custom lines e.g. rooms A and B have both exits to each other, but you get from A to B through the northern exit while you get from B to A via the western exit.
Re: Mapping
Exactly what I'm after. If I read correctly and both are not publicly available then I will have to wait. I Don't want to map to much in case I've to start again, so I'm trying to find everything I need right from the start. I'm having great fun though.
I added a couple of things today.
In the mapSetup script added a couple of flags
__twoExits__ to stop the return mapping walking from one room to another
__updateMap__ to stop the entire function initNewRoom() which adds rooms and exits to the map but will still plot where I am on the map if it exists.
And operate with an alias.
The mud provides all exits from a room so it should be possible to test if the room already exists and has coordinates and if so then it will plot the exit, stop me missing some. But that might spoil my fun if it did that. Still the code shouldn't be to tricky so it might fall within the realm of my abilities.
If these posts are pointless and of no interest someone say so I'm just describing my problems as I stumble across them.
I added a couple of things today.
In the mapSetup script added a couple of flags
__twoExits__ to stop the return mapping walking from one room to another
__updateMap__ to stop the entire function initNewRoom() which adds rooms and exits to the map but will still plot where I am on the map if it exists.
they show in an existing window just so I know what going on with the mapper.
Green for on red for off. As its displayed the map will add rooms, but only exits in the direction of travel.
They sit in the script as shown above.
And operate with an alias.
The mud provides all exits from a room so it should be possible to test if the room already exists and has coordinates and if so then it will plot the exit, stop me missing some. But that might spoil my fun if it did that. Still the code shouldn't be to tricky so it might fall within the realm of my abilities.
If these posts are pointless and of no interest someone say so I'm just describing my problems as I stumble across them.
Re: Mapping
The custom exit lines area already available, one-way exits are available as well - they just aren't visually drawn as such.
Re: Mapping
I can't get anything to draw on the map
select room, right click (rc), left click (lc) custom lines, lc color, cl, arrow, cl line type, cl exit button, lc map point, lc another map point, rc the menu comes back up again, tried just about every option. no lines shown anywhere
select room, right click (rc), left click (lc) custom lines, lc color, cl, arrow, cl line type, cl exit button, lc map point, lc another map point, rc the menu comes back up again, tried just about every option. no lines shown anywhere
Re: Mapping
I'll upload Mudlet-2.0-test7 now. Then you'll be fine.
Re: Mapping
I'm pretty happy with this
I had to restart a few times because the lines didn't display, but that could just be me. I also got a strange square box from time to time, I may have been selecting a line by mistake idk really.
Have to fight the urge to custom line everything and try and move the rooms to suit the problem because when I moved a couple of rooms suddenly I didn't need most of the custom lines.
I had to restart a few times because the lines didn't display, but that could just be me. I also got a strange square box from time to time, I may have been selecting a line by mistake idk really.
Have to fight the urge to custom line everything and try and move the rooms to suit the problem because when I moved a couple of rooms suddenly I didn't need most of the custom lines.
Re: Mapping
I was wondering is there a way to access the list of room id's that show on the mapper when you select rooms? I find myself doing the same procedure to several rooms and it would be handy if I could select them and then call a function based on the selection. The one that springs to mind is changing the z level.
I really didn't think this zone looked like this
I really didn't think this zone looked like this
Re: Mapping
You can select the rooms *on all z-levels* if you use control+lmb+drag instead of lmb+drag to select rooms. You can thus select entire areas and merge them into other areas using the map editor withing seconds.
I'll add a function getMapEditorSelection() to retrieve a list of the selected room ids.
There'll be a new release tonight with a ton of mapper related fixes and improvements.
I'll add a function getMapEditorSelection() to retrieve a list of the selected room ids.
There'll be a new release tonight with a ton of mapper related fixes and improvements.
Re: Mapping
You can already do this with the user definable mapper hooks.