Wouldnt it be best to put this heck in char_to_room since every time a character enters a room anyway it will be checked. No matter if you walk in, get transed or someone loads a mob in the room? Just a thought, Chris On Thu, 18 Jul 1996, Pandion wrote: > On Wed, 17 Jul 1996, Brian Menges wrote: > > > I set up air rooms in my MUD so that if a character or mob is not affected > > with an AFF_FLY flag and is in a SECT_FLYING room then he or she will plummet > > down. The character will continue to fall until they can no longer go down or > > they hit a non SECT_FLYING ROOM. I have it all working, damaging the character > > per # of squares fallen, etc. The only problem is checking for when a > > character should fall. I currently check whenever an AFF wears off but this > > won't cover all circumstances. For example: If a god teleports a player into > > an air room > > or a player walks off the side of the cliff, etc. I thought the best way to > > do this is to add something into heartbeat() to check all the mobs and > > characters every X number of seconds. To be realistic it would have to check > > very frequently but I am afraid that this will slow down the MUD. Any ideas on > > how I can do this more effectively? Or am I just going to have to live with a > > possible X number of seconds delay from the time the player enters the room to > > the time he or she falls? > > > > -brian > > Perform the check in act.movement.c the same way you check if a room is a > dt, check if the player is supposed to fall.... ie, if !IS_AFFECTED(ch, > AFF_FLY) or whatever... > > I have a similar thing, for scatter traps, the instant a player walks in > they are forced to leave by a random exit. The interesting application > is rooms that are all scatter trapped, with only one exit.. down.. giving > a "falling" sequence before a dt at the end :) > > Chris Voutsis > >
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