Introduction

Installation

Configuring Objects

Spacecalls

Events

Coordinates

Tips & Tricks

Portable Space EngineBuilder's Guide

Please send comments to Mark Cooke <mpc@star.sr.bham.ac.uk> or vspace@geocities.com

>Consoles

Consoles should be set SPACE, and have the DATADBREF attribute set to the relevant ship object. They should also be @lock'ed to prevent players from taking them. When a person mans a console, the console is @ulock'ed to them, and the USERDBREF attribute is set to the player's dbref. These should be reset by the code on the room when the player leaves the room, beams away, or disconnects. Also remember to add the console to the list declared in the CF_CONSOLE_LIST attribute on the ship object. Consoles should also have the CF_CONSOLE_TYPES attribute set to some combination of the following message classes: navigation engineering tactical transporter communications shields.

You have the ability to completely customize the way consoles look and feel. Through spacecalls you can grab individual pieces of information and format them however you like in the console status screens. You're also free to move commands to different consoles, or change the interface entirely. All a console does, really, is provide an interface to the spacecalls that control the space object. You can also mix the functionality of several "systems" into one console. For example, you might want to put the shield and navigation functionality onto one console. You would then set CF_CONSOLES_TYPES to be 'navigation shields'. You can also have more than one console receiving a given class of messages. This means you can setup a monitoring console easily, or a duplicate set of control consoles.

Console Attributes:

Name of Attribute Description
UserDBREF DB reference to present user.
DataDBREF DB reference to associated ship object.
CF_CONSOLE_TYPES Classes of message this console receives.

Last modified: 15th March 1998