I had a similar problem, and was able to figure it out by sprinkling a bunch of log messages throughout the code. As it turns out, you can solve this problem without messing with the code at all! To solve it, in *all* the rooms that link east to a transporter, you need to create an exit east to that transporter *at the start of the game* . For example: Rooms XXX1 XXX2 and XXX3 go to transporter #1 - Have transporter 1 link west to XXX1, and all the others make an exit east to transporter #1. When the shuttle comes around its route the first time, it fixes all the rooms so the exits close when they should. If you don't do it this way, in the first 15 seconds the game has been loaded, train_upd will be run, the routine will attempt to make a exit that doesn't exist NULL, and the game will crash. The conductor will also crash if someone attempts to go east in a room where there is no exit east, so move the conductor one room west of the "train waiting room". You can fix the code so this won't crash, but hey, I'm pretty lazy. --- On Mon, 09 Dec 1996 19:15:08 -0800 Joshua Burley <jburley@falco.kuci.uci.edu> wrote: ---------------------------------------- Did anyone get trains implemented? I tried using the ones from the site, but to no avail... all sorts of problems... currently, it crashes anytime train_upd is called (and I have no idea why). -jburley@uci.edu +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+ -----------------End of Original Message----------------- ------------------------------------- Palpatine jedimud.com 4000 ------------------------------------- +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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