> Also, I noticed the usual +guild +flee search on the archive site > doesn't work as I hoped. Just a side note I guess. Anyhow, I guess > what I am looking for is to report this as a bug, find a solution for > the current problem, and hear other ideas about people have enforced > guild security. > Don't you mean "guild and flee" - as per the red apple, etc examples? Aside from that, guards are - of course - simply spec procs. They respond to two things; 1) a command typed in the room by a player 2) a timed trigger at set intervals. So, you'll need to either modify the flee command so it's executed as a command (I did this on muds, people got mad because if they were in wait-state limbo, their input did not dequeue... ie, they did not auto-flee in time..they died. I thought it was accurate and funny), or some other solution - like customizing the flee command to know which rooms it cannot flee into. If you make it a real command, then just modify your guard spec procs to perform the correct action upon flee. PjD -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | +---------------------------------------------------------------+
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