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Question Creating large grid zones

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19 Feb 2016 21:42 - 19 Feb 2016 21:46 #5603 by evorg
Forgive my ignorance, but is there an easy way to create a rectangle-shaped forest zone? I feel like there's a smarter way to approach this other than buildwalking a line of rooms and connecting it room by room to another line of rooms.
Last edit: 19 Feb 2016 21:46 by evorg.

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19 Feb 2016 22:27 #5604 by WhiskyTest
I'd like to know this as well, previously I'd buildwalk each line of rooms and then dig to each adjacent room. Might see if there is a way to code something up.

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19 Feb 2016 23:38 - 19 Feb 2016 23:39 #5605 by Rumble
Replied by Rumble on topic Creating large grid zones
Unfortunately buildwalk isn't that smart and doesn't assume your exits are of uniform length. So N E S W does not bring you back to the same room. To create a rectangular zone you'll have to create it in one walk through like a snake. E E E E E E N W W W W W W N E E E E E etc. Then use dig to make the rest of the connections.

The helpfile:
BUILDWALKING BUILD-WALKING DIGWALK WALKDIG

Builders working on their trial vnum do not need to learn this command, yet.

Usage: buildwalk

BuildWalk is an OLC utility that will allow a builder to enable a
"buildwalking" mode. In this mode, walking in a direction that doesn't exist
will find the next free room in the zone, create the room, and make a two-way
exit between the room the builder was standing in, and the new room. This way
a builder can create a framework of their zone by walking around.
Buildwalking can be a little misleading. A builder can not walk n, e, s, w,
and end up in the same room they started. Buildwalk is not spatially aware of
other rooms. It will always create a new room if you walk in a direction
without a current exit. It is often necessary to backtrack to prevent
overlapping rooms.

NOTE: Buildwalk does not autosave on exit. You must type SAVEALL. This way if
you mess up and want the rooms deleted we can just reboot and wipe them.
Be careful using buildwalk. If you mess up you will have a lot of rooms
to delete.

See also: TOGGLE, SAVEALL, REDIT, OLC, RLIST, DIG

Rumble
The Builder Academy
tbamud.com 9091
rumble@tbamud.com
Last edit: 19 Feb 2016 23:39 by Rumble.

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20 Feb 2016 15:35 - 20 Feb 2016 18:31 #5606 by krell
Replied by krell on topic Creating large grid zones
This is probably not recommended, but if you know what you're doing in terms of layout, bitvectors and the like, you could manually edit your world files for that zone in a text editor. If you're not willing to learn the proper format to manually edit these files or risk crashing your mud because of any mistakes you may have made then stick to buildwalk as the OLC tools are pretty reliable.

If you do manually edit your world files and your mud crashes, don't blame me. I did warn you. :P

:-)
Last edit: 20 Feb 2016 18:31 by krell.

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21 Feb 2016 21:09 - 21 Feb 2016 21:10 #5607 by evorg
Replied by evorg on topic Creating large grid zones

Krell wrote: This is probably not recommended, but if you know what you're doing in terms of layout, bitvectors and the like, you could manually edit your world files for that zone in a text editor. If you're not willing to learn the proper format to manually edit these files or risk crashing your mud because of any mistakes you may have made then stick to buildwalk as the OLC tools are pretty reliable.

If you do manually edit your world files and your mud crashes, don't blame me. I did warn you. :P

:-)


Thanks! By the time I read your post I just learned that modifying the world files makes it a bit easier. Replacing numbers with a new set seems to be working great, just have to create the original template that can then be reused for all "large" zones.
Last edit: 21 Feb 2016 21:10 by evorg.

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21 Feb 2016 22:41 #5608 by WhiskyTest
if you could upload that template... that would be super awesome ;)

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