Mark Dickey wrote: > > Ok, I have one more question at the moment. > > I just got it to work (having players return to the game t\where they > quit) but if they quit to the menu, and enter the game, they return in the > default location. > > So, if the player quits, chooses option 0, and telnets back to the game, > it works perfectly, but if the player quits, and chooses option 1, he > returns to the default location. What I expect is happening is that the > player is not getting saved when he the game, but when he chooses option > 0. The strange thing is, is that in my "do_quit" I have found where it > shows the menu, and there is a save_char before it. I also looked, and > there doen't seem to be any more save_chars after that point. > > I also took almost all of the save-chars and changed them to save the > players location. If you want, I can post any code that would be helpful. > > I expect it is a real stupid mistake of mine, but....... *sigh* > Check your do_quit. To end the quit - 1 recall thing just stick something like this in do_quit else if (GET_POS(ch) < POS_STUNNED) { send_to_char("You die before your time...\r\n", ch); die(ch, NULL); } else { value = world[IN_ROOM(ch)].number; if(real_room(value) != NOWHERE && GET_LEVEL(ch)< LVL_IMMORT){ SET_BIT(PLR_FLAGS(ch), PLR_LOADROOM); GET_LOADROOM(ch) = value; } note: I didn't write the above, but it works and I use it here :) RS +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list-faq.html | +-----------------------------------------------------------+
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