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TinTin++ Mud Client

Auto Mapping Frustration

 
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Grenfur



Joined: 16 Jul 2012
Posts: 2

PostPosted: Mon Jul 16, 2012 11:11 pm    Post subject: Auto Mapping Frustration Reply with quote

Ok, so I really enjoy TinTin. It gives me that old Telnet feel with more functionality. The only thing is I run into it creating rooms that do not exist. For instance in an area with no east exit if I attempt to go east it will still create a room there. If there any way to prevent TinTin from mapping a new room based on the response from the MUD Server. Like if I go east and get a "there is no exit there" message that room will not be mapped? Or is there any way at all to prevent these non-real rooms other than manually deleting rooms?
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Scandum
Site Admin


Joined: 03 Dec 2004
Posts: 3770

PostPosted: Wed Jul 18, 2012 9:52 pm    Post subject: Reply with quote

You can set: #map flag static to stop the creation of new rooms.

Alternatively:

#act {there is no exit there} {#map undo}
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Grenfur



Joined: 16 Jul 2012
Posts: 2

PostPosted: Wed Jul 18, 2012 11:57 pm    Post subject: Reply with quote

I don't want to stop the creation of new rooms, just of rooms that don't actually exist. And does that line delete non-rooms or prevent them from being created?
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Slysven



Joined: 10 Apr 2011
Posts: 365
Location: As "Jomin al'Bara" in WoTMUD or Wiltshire, UK

PostPosted: Thu Jul 19, 2012 5:28 pm    Post subject: Reply with quote

If #MAP FLAG STATIC is not set then the room (or link to that room if there is one already there) gets created, then the #ACTION responding to the error message from the MUD server undoes it straight away. Note that #MAP UNDO seems only to reliably do this if called straight away I think, though it will also try to undo subsequent moves through existing rooms after that if you move away without fixing things it can all get messy a bit quickly... Confused
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