Shanty Posted June 8, 2004 Share Posted June 8, 2004 So here's the situation: There's a town, let's call it "town 0", that I want to be connected to the surface AND the underworld. Just like fort Emergence in A3. So I plop down a special encounter in town, refer it to state 12 in the town script and in said state I write this: beginstate 12; change_outdoor_location(2,0,25,7); break; To me this looks like it should put the party in (25,7) in section (2,0). To me this makes sense. But something's obviously going wrong because no matter which what_section_x, what_section_y, loc_in_sector_x, and loc_in_sector_y I give it it always sends the party to (29,31) in whatever (what_section_x,what_section_y) I've supplied. Have I misunderstood the function of change_outdoor_location or are there more sinister forces at work here? Link to comment Share on other sites More sharing options...
Dahak Posted June 9, 2004 Share Posted June 9, 2004 Fix your setttings in 'Town Details' There is a part for the town's exits. I believe it overrides everything else. Link to comment Share on other sites More sharing options...
Shanty Posted June 9, 2004 Author Share Posted June 9, 2004 Well I *would* use the town details thing but that only allows placement within the outdoors sector you've placed the town in. Or is there some tricky way of putting it in another sector? Link to comment Share on other sites More sharing options...
Shanty Posted June 9, 2004 Author Share Posted June 9, 2004 Oh, I see what you mean. It's totally fixed now, thanks. Now to deal with the other hundred bugs in this thing. Link to comment Share on other sites More sharing options...
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