> ++++++^ > ^^^^^+^ > ^^^^^+^ > ^^^@++^ > ^^^+^^^ > ^^^+^^^ > ^^^+++* well, firstly, do you have exits defined at NE, NW, SE, and SW? (gonna be hard to cast for sector type if there's no exit) secondly, have you ever played a mud that does this? DartMUD, a crazyily difficult LP i was on for a while, uses hexes, like so: ______ / ^^ \ / ^ ^ ^ \ <-- Mountainous area.. ______\ ^ ^ / / \ ^^ / / City ------ \ Here!/ ~~ \ \______/ ~~~~ \ <-- Watery area.. \ ~ ~~~ / \ ~ ~~ / ~~~~~~ (man! what a pain in the ass that was to draw!) and then, in the wilderness, you can only move n, ne, nw, s, se, and sw. kinda silly, but unless you wanna use octagons, it's what you get. i think MUME might do it, i've only been on it for a second.. i dont remember how, though.. so, anyway, i _think_ the actual coding problem you're having is with casting for the exits, right? if so, adding the extra exits patch/snippet/whatever outta clear that up.. if you don't have or don't want to have the additional exits, you'll have to decide how far (and why and when) people can see in any direction, and then go from there.. i don't see how that could possibly work, though, because how can you SEE in a direction with no exit? i mean, sure, sometimes it could be 'blocked' or something, but certainly not often enough to be anything like realistic.. also, you'll have to have millions of little tiny (probably unused) rooms to simulate even one viewable outdoor area, instead of one room/hex. and what happens in low light/nighttime? hope this helps, if you need pseudocode for the casting stuff, let me know. feel free to email me off-list as well :) -- Blue Lang, Head Technician, Gator.Net blang@gator.net 352.378.9998 Rebirth MUD mud.gator.net 4000 +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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