Hello Folks,
I'm interested in making some code that allows players to build their own housing.
The approach I'd like to go for is to create small maps for player's houses and save that information along with the player's save file. An object or "portal" will be created on the actual map that allows players to access their map data.
My question is I'm a bit unfamiliar with how maps are saved, manipulated and loaded- I'd also like a basic run down of how to properly create a new z level of a map, and later dispose of it while it's not being used.
Note: I'm not looking for code or anything , just an explanation of the specifics so that I can formulate my own code or method to achieving these things.
The second question is- I ran across some code to change turfs on the fly, but it doesn't seem to work.
turf/proc/Change(new_type)
// replace turf with one of type newtype
var/turf/T = src
src = null
T = new(new_type,T) // replace T
///*
//Testing code/sample implementation:
turf/verb/change_turf(new_type in typesof(/turf)-/turf)
set src in oview(0)
src.Change(new_type)
Produces this error :
proc name: Change (/turf/proc/Change)
source file: Snippets.dm,221
usr: Avidanimefan (/mob/Nin)
src: null
call stack:
Change(/turf/house (/turf/house))
the dirt2 (24,60,15) (/turf/dirt2): change turf(/turf/house (/turf/house))