Okie all, sorry to bring this back up, but having gotten the beamup function of this to work, I'm trying to add in a beamdown one that will send them back to the room they beamed up from. However, I'm having a bit of trouble. What happens is below... 32000H/32000H 32000M/32000M 32000V/32000V > wear all You wear a test communicator badge as a communicator badge. 32000H/32000H 32000M/32000M 32000V/32000V > beamup Sorry, but you cannot do that here! 32000H/32000H 32000M/32000M 32000V/32000V > beamdown You must be wearing a communicator to use any of it's functions! ... And the code... SPECIAL(comm_badge) { extern int top_of_world; int beamup_room, beamdown_room; struct obj_data *badge = (struct obj_data *) me, *vehicle; if (!GET_EQ(ch, WEAR_COMM) && CMD_IS("beamup") || CMD_IS("beamdown")) { send_to_char("You must be wearing a communicator to use any of it's functions!\r\n", ch); return 1; } if (!CMD_IS("beamup") || !CMD_IS("beamdown") ){ return 0; } if (CMD_IS("beamup")) { vehicle = find_vehicle_by_vnum(GET_OBJ_VAL(badge, 0)); if (!vehicle) { send_to_char("ERROR! Vehicle doesn't exist. Someone's been screwing around...", ch); mudlog("SYSERR: **BAD** Vehicle doesn't exist! Purged?", BRF, LVL_IMMORT, TRUE); } else if (GET_OBJ_VAL(badge, 2) != 0) { send_to_char("You cannot beam up if you are already aboard a starship!\r\n", ch); send_to_char("However, if you are not aboard a starship, contact an immortal for assistance.\r\n", ch); } else { beamup_room = GET_OBJ_VAL(badge, 1); GET_OBJ_VAL(badge, 2) = (ch->in_room); act("$n beams up to $p.\r\n", TRUE, ch, vehicle, 0, TO_ROOM); act("You beam up to $p.\r\n", TRUE, ch, vehicle, 0, TO_CHAR); if (real_room(beamup_room) == NOWHERE) { send_to_char("Small error in vehicle code...\r\n", ch); act("You quickly abort your beamup to $p as you realize it is incomplete.", TRUE, ch, vehicle, 0, TO_CHAR); act("$n aborts the beamup to $p, realizing it is somewhat incomplete.", TRUE, ch, vehicle, 0, TO_ROOM); mudlog("SYSERR: **BAD** Beamup room is equal to nowhere!", BRF, LVL_IMMORT, TRUE); } else { char_from_room(ch); char_to_room(ch, real_room(beamup_room)); look_at_room(ch, 0); act ("$n arrives from a sparkling transporter beam", TRUE, ch, 0, 0, TO_ROOM); } } return 1; } else if (CMD_IS("beamdown")) { vehicle = find_vehicle_by_vnum(GET_OBJ_VAL(badge, 0)); if (!vehicle) { send_to_char("ERROR! Vehicle doesn't exist. Someone's been screwing around...", ch); mudlog("SYSERR: **BAD**Vehicle doesn't exist! Purged?", BRF, LVL_IMMORT, TRUE); } else if (real_room(GET_OBJ_VAL(badge, 2) ) == NOWHERE || (ch->in_room) != GET_OBJ_VAL(badge, 2) ){ send_to_char("You must be aboard a ship if you want to beam down!", ch); send_to_char("However, if you are already aboard a ship, contact an immortal for assistance.", ch); } else { GET_OBJ_VAL(badge, 2) = NOWHERE; act("$n beams down from $p", FALSE, ch, vehicle, 0, TO_ROOM); act("You beam down from $p.", TRUE, ch, vehicle, 0, TO_CHAR); if (real_room(beamup_room) == NOWHERE) { send_to_char("Beamdown aborted! Target room is nothing!!\r\n", ch); act("$n quickly leaps off the transporter pad, realizing the beamdown room is nowhere.", TRUE, ch, 0, 0, TO_ROOM); mudlog("SYSERR: **BAD** Beamdown room is equal to nowhere!", BRF, LVL_IMMORT, TRUE); } else { char_from_room(ch); char_to_room(ch, real_room(beamdown_room)); look_at_room(ch, 0); act ("$n leaves the ship in a sparkling transporter beam", TRUE, ch, 0, 0, TO_ROOM); } } } } Can anyone see any reason why this may be happening? Phillip Ames | Satisfaction is not guaranteed. kirk47@juno.com | -Ferengi Rule of Acquisition #19 ICQ: 8778335 | AOL IM: Grathol http://members.xoom.com/Gowron/index.html(Unfinished) _____________________________________________________________________ You don't need to buy Internet access to use free Internet e-mail. Get completely free e-mail from Juno at http://www.juno.com Or call Juno at (800) 654-JUNO [654-5866] +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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