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Yukiko
Joined: 02 Feb 2006 Posts: 1094 Location: Southern Central USA
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Posted: Sat Aug 26, 2006 4:07 pm Post subject: |
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Here's a create rectangle script. It allows you to enter an object type number and will tile an area you target with that item.
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//
// .createrect command - create items in a targetted rectangle
//
// usage: .createrect [objtype]
// Items created with this command will not decay.
//
use uo;
program textcmd_create( who, params )
var objtype, zheight;
params := SplitWords( params );
objtype := params[1];
if (CInt(objtype))
objtype := CInt(objtype);
endif
if (len(params)>=2)
zheight := CInt( params[2] );
else
zheight := 0;
endif
SendSysMessage( who, "Target the top-left corner" );
var topleft := TargetCoordinates( who );
if (!topleft)
return;
endif
SendSysMessage( who, "Target the bottom-left corner" );
var botright := TargetCoordinates( who );
if (!botright)
return;
endif
if (topleft.x <= botright.x && topleft.y <= botright.y)
var x, y, z;
for( x := topleft.x; x <= botright.x; x := x + 1 )
for( y := topleft.y; y <= botright.y; y := y + 1 )
z := GetMapInfo( x,y, who.realm ).z;
var item := CreateItemAtLocation( x, y, z+zheight, objtype, 1, who.realm );
// Uncomment the next line to lock down the created item.
// item.moveable := 0;
endfor
endfor
endif
endprogram
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Just save it as createrect in the \pol\scripts\textcmd\seer directory. Compile it.
Syntax is: createrect <objtype> |
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Message |
Bytehawk
Joined: 03 Feb 2006 Posts: 56 Location: Germany, Franconia
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Posted: Tue Aug 29, 2006 5:51 am Post subject: |
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Phew... that would be difficult to explain even in german, I doubt that I could in english. Well, I'll try anyways:
If I got it right, you want a simple floor of say 8*8 stone pavers to be treated like a multi. The most simple - tho not really simple - way to achive this would be to really MAKE it a multi. For that you have to build the stone pavers floor and a house sign and export it to a file that is readable by your favorite multi editing tool. Then use that tool to "burn" your design into your multi.mul file and edit the POL config files and scripts that have to do with multis. Since I've rewritten almost the entire housing system for our shard, I can't tell what files that exactly are, but at least pol/config/multis.cfg and the itemdesc.cfg file in which the houses are defined have to be edited. Then, you can simply place and use the "house" like any other multi in game.
If you dont want the house sign in your design, you'll have to tell one of those stone pavers, that it actually is a house sign Sadly this isn't as simple as it sounds and I can't (wont) explain it in detail, but you have to make quite some modifications in houseDeed.src for this to work. The question is, if what you want to achieve is really worth that effort.
PS: I vaguely remember having read - don't ask me where - about a "static housing package", maybe this could help you? At least it may contain valuable hints, since static housing also differs from normal multi management. |
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