- garethfx wrote:
I love doors in games but Ive noticed (unless Ive not done it right) that charecters alowed to wander freely in certain areas (we'll say lacations 50 to 70, room locations in a house) . If teh doors require the player to open and close these the charector will not travel these areas themselves as though they were able to open and close them. Is there a way around this in code that can allow a charector to move amid rooms dealing with the doors as if in real life (or appear to be able to do it as in real life). Or would it be best practice just to remove the "door" transitions from the Response table (i.e.#connect1=northto2#connect2=southto1 etc).
Its not a big deal not to have doors to interact with it just a personal thing I suppose
Hmm... Good question Gareth
I suppose that if you ALLOWED the connections between the rooms containing doors in the Locations Editor that the characters will then not be restricted by any such "closed doors" between adjacent rooms. This would therefore solve your character moving problem.
You could then handle the Player's movement for a closed door exit in a room by setting movement restrictions if the player tried to go that way by handling that in the RESPONSES list and using of course a FLAG! So for example, if you had a "closed door leading north" in your room description a character may well travel that way unhindered if it were travelling "randomly" - however the player would need to open the door initially before the access was available for him/her in that direction - again use of flag(s) required.
A drawback would be the exit listing would state an exit led north (even though it were blocked to the player by a closed door). Then again you get round that too by turning exits off globally with the "exitsoff" action and handle describing the exits in the location/room descriptions themselves. Something to think about...
====
You are in a room. A door leads north.
Exits lead: north and south.
The butler leaves moving north.
>go north
The door is closed.
>open door
OK.
>go north
You are in another room. A door leads south.
Exits lead: east and south.
The butler travels south.
============
Regards,
Phil.