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. |
|