change_outdoor_location
Author | Topic: change_outdoor_location |
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Apprentice
Member # 4486
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written Tuesday, June 8 2004 12:39
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So here's the situation: There's a town, let's call it "town 0", that I want to be connected to the surface AND the underworld. Just like fort Emergence in A3. So I plop down a special encounter in town, refer it to state 12 in the town script and in said state I write this: beginstate 12; change_outdoor_location(2,0,25,7); break; To me this looks like it should put the party in (25,7) in section (2,0). To me this makes sense. But something's obviously going wrong because no matter which what_section_x, what_section_y, loc_in_sector_x, and loc_in_sector_y I give it it always sends the party to (29,31) in whatever (what_section_x,what_section_y) I've supplied. Have I misunderstood the function of change_outdoor_location or are there more sinister forces at work here? [ Tuesday, June 08, 2004 12:41: Message edited by: Shanty ] Posts: 8 | Registered: Tuesday, June 8 2004 07:00 |
Infiltrator
Member # 148
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written Tuesday, June 8 2004 21:04
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Fix your setttings in 'Town Details' There is a part for the town's exits. I believe it overrides everything else. [ Tuesday, June 08, 2004 21:06: Message edited by: Dahak ] -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Apprentice
Member # 4486
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written Wednesday, June 9 2004 01:50
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Well I *would* use the town details thing but that only allows placement within the outdoors sector you've placed the town in. Or is there some tricky way of putting it in another sector? Posts: 8 | Registered: Tuesday, June 8 2004 07:00 |
Apprentice
Member # 4486
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written Wednesday, June 9 2004 08:13
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Oh, I see what you mean. It's totally fixed now, thanks. Now to deal with the other hundred bugs in this thing. Posts: 8 | Registered: Tuesday, June 8 2004 07:00 |