vehicles
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vehicles [2010/02/01 04:12] – created zobeid | vehicles [2011/06/30 09:16] (current) – added 'sky-nav.muf' for flying vehicles, and 'commset.muf' hagalaz | ||
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+ | ** You can of course simply roleplay the use of vehicles. But if you are fond of coding gadgets and would like to create a vehicle that way, the following instructions may be handy: ** | ||
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We have a new vehicle system on Furscape for 2004. Previously we used " | We have a new vehicle system on Furscape for 2004. Previously we used " | ||
Incidentally, | Incidentally, | ||
- | The MAKEVEHICLE command should be very easy to use. Basically you just type the command, answer " | + | The **MAKEVEHICLE** command should be very easy to use. Basically you just type the command, answer " |
- | To get into the vehicle, simply ENTER it. To get out, you can EXIT or go OUT. You can VPOSE (or VP) actions, which works like the normal pose command. You can DRIVE through exits and use WINDOW to see what's around the vehicle. | + | To get into the vehicle, simply |
The WINDOW command is upgraded. Now you can give it an argument like " | The WINDOW command is upgraded. Now you can give it an argument like " | ||
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By default, any kind of activity happening outside the vehicle is seen by anybody inside. | By default, any kind of activity happening outside the vehicle is seen by anybody inside. | ||
- | The DRIVE command follows the same rules as the old vehicles. You can't go through an exit set V, you can't enter a room set V. (This is the way for builders to lock vehicles out of areas where they don't make sense. You can also block vehicles from a whole environment by setting " | + | The **DRIVE** command follows the same rules as the old vehicles. You can't go through an exit set V, you can't enter a room set V. (This is the way for builders to lock vehicles out of areas where they don't make sense. You can also block vehicles from a whole environment by setting " |
- | When it's time to get rid of a vehicle you no longer want, just @recycle the vehicle object. The @rec command will know when you are trying to recycle a compound vehicle, and it will ask if you want to recycle the whole thing. If you say YES, it will get rid of the vehicle, all the interior rooms, any exits or actions attached in those rooms, and any sticky objects homed in the rooms. This makes cleaning up old vehicles easy. (But if you enter NO, it will only recycle the vehicle object, and leave the rest of mess for you to clean up.) | + | When it's time to get rid of a vehicle you no longer want, just **@recycle** the vehicle object. The @rec command will know when you are trying to recycle a compound vehicle, and it will ask if you want to recycle the whole thing. If you say YES, it will get rid of the vehicle, all the interior rooms, any exits or actions attached in those rooms, and any sticky objects homed in the rooms. This makes cleaning up old vehicles easy. (But if you enter NO, it will only recycle the vehicle object, and leave the rest of mess for you to clean up.) |
This should be everything you need to know about compound vehicles, unless you intend to customize yours or try building one from scratch. For those who want the nitty-gritty details, let's take a close look at how they work! | This should be everything you need to know about compound vehicles, unless you intend to customize yours or try building one from scratch. For those who want the nitty-gritty details, let's take a close look at how they work! | ||
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At its most basic, the compound vehicle is a THING with a VEHICLE flag and a property " | At its most basic, the compound vehicle is a THING with a VEHICLE flag and a property " | ||
- | The MAKEVEHICLE command creates a vehicle with two rooms: a parent room, and a cabin. This means you can easily add rooms to your vehicle with @excavate or EditRoom. The new rooms will automatically go into vehicle' | + | The **MAKEVEHICLE** command creates a vehicle with two rooms: a parent room, and a cabin. This means you can easily add rooms to your vehicle with @excavate or EditRoom. The new rooms will automatically go into vehicle' |
When you enter a vehicle, the program puts you into the "entry room". In a vehicle with multiple rooms, this is always the first room in the parent. This is also the only room you can exit the vehicle from, by default. You can make it possible to exit from other rooms by setting " | When you enter a vehicle, the program puts you into the "entry room". In a vehicle with multiple rooms, this is always the first room in the parent. This is also the only room you can exit the vehicle from, by default. You can make it possible to exit from other rooms by setting " | ||
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enter-exit.muf ($cmd/ | enter-exit.muf ($cmd/ | ||
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+ | sky-nav.muf ($muf/ | ||
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+ | commset.muf ($muf/ | ||
All these programs are set VIEWABLE, and programmers are free to list them out and study the code. | All these programs are set VIEWABLE, and programmers are free to list them out and study the code. | ||
vehicles.txt · Last modified: 2011/06/30 09:16 by hagalaz