Instead of using it like a character, define a separate room for each vehicle you have, and just change the exits with a timer? I envision: 1) Create a room called "The inside of the boat" or something. 2) Create commands for transportation manipulation IE - "use token" in a given room will move people from the room to the boat room. "disembark" will move people from the boat to the current room. 3) Create a procedure called "update_transportation" which gets called periodically from the main game loop, right after "mobile_update". This procedure will keep track (via a global or local static variable) the current "room" the boat is attached to. Let's say you switch rooms every forty-five seconds. Now about ten seconds before you switch, you do a shout "Final Boarding call for xxxx". Now the boat "leaves", which really means it attaches itself to some water filled room to simulate the ocean. You're at sea for thirty-five seconds or so, then do a "say" in the boat that "We are approaching xxxxx". Ten seconds later the boat attaches itself to the next destination, and waits for a bit before announcing the final boarding call for the next destination, and so on. Worked really good back when I did it. The code should be extremely straight forward to implement, also. --- Christopher Herringshaw | University of Michigan Medical Center Special Projects Development | 1500 East Medical Center Dr. B1-240TC xxviper@umich.edu | Ann Arbor, Michigan 48109-0704 http://www.umich.edu/~xxviper | +0101 (313) 747-2778 On Sat, 26 Aug 1995, The Mighty Spaz Twit wrote: > > I have 2 questions: > > 1. can someone upload a patch for circle 3.08 to put mobprogs in? > > 2. I am having a little difficulty putting buses in my mud. > ie, a vehicle traveling a preset path, stops for a tick at each stop, > and pc's can enter it (enter bus, or board, or whatever) > it moves like a pc, but can hold pc's like a room. > > if anyone here has put something like this in, i would like to hear > about it.. > > Spaz > >
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