ok, heres my prob.......
i want a door to open, lets just say to the north.... but to get it to open i want the command "say open sesame" to open the door....
how will i go about editing that in using nmr???
Open Door Text Block? [Archive] - ForumsHQ
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Prince Galahad
- Posts: 670
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Re: Open Door Text Block? [Archive] - ForumsHQ
ok, heres my prob.......
i want a door to open, lets just say to the north.... but to get it to open i want the command "say open sesame" to open the door....
how will i go about editing that in using nmr???
check out room 7/152 and room 7/150. that is the grand stair pull lever that opens the gate to the fungus forest. the remote action for room 152 in para 2 has a 6. that corresponds to SE for room 150, which is the gate (0-9 for N through D, numbered like they're listed on nmr's room editor). so you would just put your "say open sesame" command in the same room as the door on one of the exits you aren't using and put in the para2 whatever direction the door is in.
i want a door to open, lets just say to the north.... but to get it to open i want the command "say open sesame" to open the door....
how will i go about editing that in using nmr???
check out room 7/152 and room 7/150. that is the grand stair pull lever that opens the gate to the fungus forest. the remote action for room 152 in para 2 has a 6. that corresponds to SE for room 150, which is the gate (0-9 for N through D, numbered like they're listed on nmr's room editor). so you would just put your "say open sesame" command in the same room as the door on one of the exits you aren't using and put in the para2 whatever direction the door is in.
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Prince Galahad
- Posts: 670
- Joined: Sat Nov 02, 2002 6:00 am
Re: Open Door Text Block? [Archive] - ForumsHQ
huh?
could you explain a little better plz
could you explain a little better plz
Re: Open Door Text Block? [Archive] - ForumsHQ
huh?
could you explain a little better plz
i'll explain how that room works...
for room 7/152 (the room with the pull lever action)
the east exit is a remote action. you can assign a remote action to any unused exit, this doesn't actually create an exit to the east.
the room number for that field is room 150. this is the room that the action will be performed on. if the action was in the same room, you would just put the same room # in there.
para1 = 42 ... this refers to message #42. if you look at message 42 you will see a different command on each line -- pull lever, push lever, and move lever. these, obviously, are the commands that execute this remote action. in your case it would be "open sesame"
para2 = 6 ... this is a little more confusing. this 6 here represents southeast. if you look at the listing of exits in the room editor, it goes: n, s, e, w, ne, nw, se, sw, u, d. that translates to 0, 1, 2, 3, 4, 5, 6, 7, 8, 9. so n=0, s=1, e=2, w=3, ne=4, nw=5, se=6, sw=7, u=8, d=9. what this means is that this remote action will be performed on the southeast exit of the room specified in the "room #" box. you may also notice on some remote actions that it may have 12, 16, 23, 46, etc in the para2 field. those are remote actions that require more then one action to complete (like the two pull levers on the first level in the crypt). i'm not going to get into explaining how that works here.
para3 = 8333 ... this refers to the message that is displayed back to the user once the action has been executed -- line 1 being, "You pull the lever." which shows to the person pulling the lever and line 2 is "%s pulls a lever on the wall!" which is shown to everyone else in the room. which messages goes on which line is still unclear. it's different for everything. to figure out where and what format to put your messages, always just look at something in the game that works how you want your thing to work and then replicate it.
para4 is unused here.
room 7/150 (the room with the door)
the southeast exit is a gate.
room # field points to the room to the southeast
para1 = 2 ... i dont think this field matters. this is the field mud uses to tell if the door is opened or closed so it changes. i think 2 means it's closed.
para2 = -250 ... this is the chance that the door can be picked. i'm not sure how to determine the actual number of picklocks needed. if you dont want anyone to pick it, set it to -999.
para3 = 0 ... i'm not positive on this but i think this is only used by mud to figure out how much time the door has left to stay open
para4 is unused here as well.
that good enough?
could you explain a little better plz
i'll explain how that room works...
for room 7/152 (the room with the pull lever action)
the east exit is a remote action. you can assign a remote action to any unused exit, this doesn't actually create an exit to the east.
the room number for that field is room 150. this is the room that the action will be performed on. if the action was in the same room, you would just put the same room # in there.
para1 = 42 ... this refers to message #42. if you look at message 42 you will see a different command on each line -- pull lever, push lever, and move lever. these, obviously, are the commands that execute this remote action. in your case it would be "open sesame"
para2 = 6 ... this is a little more confusing. this 6 here represents southeast. if you look at the listing of exits in the room editor, it goes: n, s, e, w, ne, nw, se, sw, u, d. that translates to 0, 1, 2, 3, 4, 5, 6, 7, 8, 9. so n=0, s=1, e=2, w=3, ne=4, nw=5, se=6, sw=7, u=8, d=9. what this means is that this remote action will be performed on the southeast exit of the room specified in the "room #" box. you may also notice on some remote actions that it may have 12, 16, 23, 46, etc in the para2 field. those are remote actions that require more then one action to complete (like the two pull levers on the first level in the crypt). i'm not going to get into explaining how that works here.
para3 = 8333 ... this refers to the message that is displayed back to the user once the action has been executed -- line 1 being, "You pull the lever." which shows to the person pulling the lever and line 2 is "%s pulls a lever on the wall!" which is shown to everyone else in the room. which messages goes on which line is still unclear. it's different for everything. to figure out where and what format to put your messages, always just look at something in the game that works how you want your thing to work and then replicate it.
para4 is unused here.
room 7/150 (the room with the door)
the southeast exit is a gate.
room # field points to the room to the southeast
para1 = 2 ... i dont think this field matters. this is the field mud uses to tell if the door is opened or closed so it changes. i think 2 means it's closed.
para2 = -250 ... this is the chance that the door can be picked. i'm not sure how to determine the actual number of picklocks needed. if you dont want anyone to pick it, set it to -999.
para3 = 0 ... i'm not positive on this but i think this is only used by mud to figure out how much time the door has left to stay open
para4 is unused here as well.
that good enough?
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Prince Galahad
- Posts: 670
- Joined: Sat Nov 02, 2002 6:00 am
Re: Open Door Text Block? [Archive] - ForumsHQ
*bow*
i apologize for taking a long time to reply, ive been a bit busy...
bte, thanx for teh help... i got it to work :)
i apologize for taking a long time to reply, ive been a bit busy...
bte, thanx for teh help... i got it to work :)
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Prince Galahad
- Posts: 670
- Joined: Sat Nov 02, 2002 6:00 am
Re: Open Door Text Block? [Archive] - ForumsHQ
*sigh*
fekking hell,..... i thought i had got it to work, i did everything you said. but when i actually beta tested it, it didnt work!!!!!!
is there anything else i needa do?
fekking hell,..... i thought i had got it to work, i did everything you said. but when i actually beta tested it, it didnt work!!!!!!
is there anything else i needa do?