----- Original Message ----- From: Benjamin Draper <satrycus@drachenburg.demon.co.uk> To: <CIRCLE@post.queensu.ca> Sent: Sunday, February 14, 1999 2:54 PM Subject: Re: [DG] Commands >System Administrator wrote: >> >> DG Scripts are a very cool and nice addition to CircleMud's. But when >> useing the command 'command' you get all the mob-command set you can use >> within scripts. Has anyone made a way to remove these as it is confusing >> to new players. > > I added a trust system which utilised flags for commands and groups of >commands. One of the bonuses of this system was that any commands with >a flag wouldn't be displayed to a player without the flag in question, >so therefore no script commands =) > > This is just one way of doing it which fitted in with some of my >existing code. > >-> ben I did the same thing, but I was under the impression that if you set the level of a command to -1 (in the commands table), it won't display. Check "do_commands" or something to see if such is the case. --- Tony Robbins, tonyr@pacific101.com I haven't slept in two days, I haven't eaten in one, and I've been totally sick for a while now. What a time to write my 20 page english paper. --- +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
This archive was generated by hypermail 2b30 : 12/15/00 PST