Re: Dynamic Zones

From: Eduo - Tempus Fugit Pseudo Admin (mud@SPARC.CIATEQ.CONACYT.MX)
Date: 07/15/97


On Tue, 15 Jul 1997, David Klasinc wrote:

> On Tue, 15 Jul 1997, Robert Erica wrote:
> > and then we do this:
> > > kill ship (or kick ship, or backstab ship :)
> > and we have a ship fighting with bare hands (or with a sword, if you equip it)
> > to let it work you first have to implement naval guns, or something like that.
> But if you're really that picky.... Then just write a spec for an object
> and make it "walk" around a bit and also name it pirate ship... and make
> it heavy, non wearable and non pickable... so that you don't end up with
> users that have little ships in the sacks... ;>

I may be missing something here, but why don't you make a spec_room, so
the ship can be a whole zone, unless you want to have a bunch of ships you
could do this more easily.

Drivable ships: Use the vehicle code and check for SEC_WATER or make a new
sector type and have the vehicle only be able of moving in that kind of
sector (still, only one vehicle per spec_proc)

Automatic ships: If you want a ship that takes you around you can use the
trains code and modify it to use only one ship and have it react only to
some commands, instead of being always in movement...(again, one ship per
spec)

Did I miss something or were the ships intended to be multiple and for
some reason non traversable? (I like the above because you canmake a ship
as big as you can, even with several rooms, if you use the vehicle code
you can even have 5 different ships and enter each separately and drive it
around, couple it witha  mobprog and you could have the thing drivable
with chaffeur..:)

Just comments

Eduo


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