Register forum user name Search FAQ

Gammon Forum

Notice: Any messages purporting to come from this site telling you that your password has expired, or that you need to verify your details, confirm your email, resolve issues, making threats, or asking for money, are spam. We do not email users with any such messages. If you have lost your password you can obtain a new one by using the password reset link.

Due to spam on this forum, all posts now need moderator approval.

 Entire forum ➜ SMAUG ➜ SMAUG coding ➜ Boats? BOATS?!?!?

Boats? BOATS?!?!?

It is now over 60 days since the last post. This thread is closed.     Refresh page


Pages: 1  2 

Posted by Kraevin   USA  (7 posts)  Bio
Date Reply #15 on Tue 19 Jul 2005 10:02 AM (UTC)
Message
I am wanting to add vehicles to my mud as well. Want to have some seige engines and wagons etc. Been looking over swr code trying to figure out how to port it over to smaug.
Top

Posted by Nick Cash   USA  (626 posts)  Bio
Date Reply #16 on Tue 19 Jul 2005 03:01 PM (UTC)
Message
Quote:

Oh, right. I was thinking that since an ocean is much more constrained than space, with islands and coasts etc., at least that much would have to be specified one way or another. I'm not sure the planet paradigm would smoothly transfer for that kind of thing, and some amount of building work would have to be done setting it up.


Supposing you use a coordinate system, you could just specify what was at which coordinates. Every island/landmass would have different ones.


Quote:

I am wanting to add vehicles to my mud as well. Want to have some seige engines and wagons etc. Been looking over swr code trying to figure out how to port it over to smaug.


You would probably do better to write your own and use ideas from SWR if you get stuck.

~Nick Cash
http://www.nick-cash.com
Top

Posted by Gadush   (92 posts)  Bio
Date Reply #17 on Tue 19 Jul 2005 08:04 PM (UTC)
Message
Longbow -
Seems like you might have luck with modifying Mount command.
Create a mount that looks like a boat for small boats (rowboat, canoe, etc.) and make an if check for entering the water with it or leaving the water. When leaving the water, force a dismount. Change the mount message to something like "[PCname] climbs into a [boatname]"
Then the player can move the boat just like riding a horse.
If they go to leave a water area, force the dismount with a message like "[PCname] climbs out of a [boatname]"
That sort of thing.

For bigger ships, make the actual ship a room, or even a couple of rooms (top deck, belowdeck). This room is only accessible at certain times in certain locations. Have a creature named "A schooner" or whatever, that spawns on the water near a dock, with a message like, "A schooner arrives in port." or whatnot. At the time when the boat is in port, allow the command to 'enter schooner'. This will jump the player to the ship area(s). Until the ship leaves port the player can 'exit schooner' and be jumped back to the dock. Once the ship despawns (message like "A schooner sets sail.") any player in the schooner area cannot exit until the schooner creature spawns into the next port of call.
All this stuff might not be that much actual help to you, just some ideas on vehicles. It would be possible to require a ticket to enter any ship as well.
Gadush
Top

Posted by David Haley   USA  (3,881 posts)  Bio
Date Reply #18 on Tue 19 Jul 2005 08:23 PM (UTC)
Message
Quote:
Supposing you use a coordinate system, you could just specify what was at which coordinates. Every island/landmass would have different ones.
That doesn't seem quite right, though - a landmass has multiple landing points. I suppose you could fake it by making a landing point be a specific beach and not allowing random landing (not necessarily a bad idea) but for fairly large landmasses or even islands you'd have to go in and specify a whole lot of landing points if you wanted it to be realistic. But if you mean generated in the sense of rooms, then yes, that makes sense. I would 'generate' it by hand much like overland maps are rendered, and let ships navigate that space.

David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone

http://david.the-haleys.org
Top

Posted by Nick Cash   USA  (626 posts)  Bio
Date Reply #19 on Tue 19 Jul 2005 10:58 PM (UTC)
Message
While it strips a little freedom, I would probably only allow landing and specific ports, which would have their own coords.

To each his own, though. Doesnt really matter as long as it works.

~Nick Cash
http://www.nick-cash.com
Top

Posted by GregS   (15 posts)  Bio
Date Reply #20 on Sun 31 Jul 2005 08:13 AM (UTC)
Message
BOATS! WAGONS! HORSES!

I've yet to see a good implementation of any.

Top

The dates and times for posts above are shown in Universal Co-ordinated Time (UTC).

To show them in your local time you can join the forum, and then set the 'time correction' field in your profile to the number of hours difference between your location and UTC time.


71,494 views.

This is page 2, subject is 2 pages long:  [Previous page]  1  2 

It is now over 60 days since the last post. This thread is closed.     Refresh page

Go to topic:           Search the forum


[Go to top] top

Information and images on this site are licensed under the Creative Commons Attribution 3.0 Australia License unless stated otherwise.