How to build a vehicle on SPR (Including VCOMBAT Setup) ___ The Easy Way _____________________________________________________ The first method is to use the vehicle maker program. This program is globally accessable from any room in the muck and is triggered by typing MAKEVEHICLE. Though globally available, you should make the vehicle at the starport (if space) or any street square (if ground) as vehicles cannot travel on certaint types of terrain. Here's what you will get with MAKEVEHICLE. A vehicle object named 'Yourname's vehicle' A single control room named 'Yourname's vehicle control room' An exit into your vehicle called 'BOARD YOURNAMESVEHICLE' An exit out of the vehicle named 'EXIT' A drive action called 'DRIVE' A window action named 'WINDOW' Aecho.muf installed so you can hear things that occur outside your new vehicle. Drop your vehicle, then type ENTER YOURNAMESVEHICLE (For example, Gud would type ENTER GUDSVEHICLE). Once you enter, look at the window. This will show you the room outside and the exits you may go. Then type DRIVE and you will be propmted for the kind of vehicle it is, what terrain it can travel through and such. Once the drive is set up, type DRIVE DIRECTION (example, DRIVE N to drive north). Simple, and functional. Please note, vehicles created with MAKEVEHICLE can not be used with VCOMBAT, the vehicle combat system installed on SPR. You may wish to rename the vehicle, the control room and other various parts of your new vehicle, changing the description to suit your own tastes. The vehicle comes with very generic descriptions. If you should ever wish to add on to your vehicle, see below 'The hard way'. ___ The Hard Way _____________________________________________________ It isn't really hard, just you are doing the entire proceedure by hand, rather than having a program do it for you. This is if you wish to have a slightly more extensive vehicle, or something 100% custom. Here's how to start. First, make the vehicle object as follows...lets make a Jeep. Be sure to write down the Database Reference number of the object, you will need it later. For this example, call it #xxxxx @create Jeep @set jeep=v Note, if you wish to later arm your jeep by installing VCOMBAT (SPR's vehicle combat system), SKIP the above steps. Rather than @create, go to a vehicle construction area (Socio Station, TranStar Automotive Importers) and purchase a class 2 hull. @rename class 2 hull=Jeep then follow the rest of the steps in this doccument. OK, next let's make the front seat...assigning it to the Vehicle Interior Environment Room (#57819). Also write down the DBNO if the interior, for this example let's say it is #yyyyy. @dig Jeep - Front Seat=#57819 Then, since this is the bridge or control room for your vehicle, set the property below. If you do not set this, VCOMBAT setup will not work for you should you attempt to install vehicle combat. @set jeep=vehicle/bridge:yyyyy Now, lets make an exit INTO our new vehicle. Do it as follows...you will need the object and room number for this. @action enter jeep=#xxxxx,#yyyyy Now, we have the entrance, go inside by typing ENTER JEEP. Once inside lets make an exit out. @set here=vehicle:xxxxxx (note, do not put the # sign in) @action exit=here,#49398 Now, lets do a window. You can use it by looking at it or running the window action. @action window=here,#80880 @desc window=@80880 Now, let's put in our drive command. To set up the drive action, once installed, type DRIVE and follow the prompts. @action pilot;fly;drive=here,#80863 In order to hear things that are happening outside your vehicle, you will need to install aecho.muf. To install it, type the following. @set #xxxxx=_listen/aecho:70365 Now you will hear things said outside your vehicle prefixed with the the word outside. For example, OUTSIDE> DivineVixen waves. That is the basic setup. There is one last thing that needs be set in order for your object echo and other programs to function correctly. That is the insiderooms: prop. This is a semi-colon delimtited list of rooms inside your vehicle. In our example Jeep, you would type this @set #xxxxx=insiderooms:yyyyyy Use the DBREF of the inside room, omitting the '#' sign. Each time you add a room (say for example, you dug a Jeep - Back Seat room with a DBREF of #zzzzz. You would retype the insiderooms: prop as follows @set #xxxxx=insiderooms:yyyyy;zzzzzz Also, you will need to add the vehicle: prop to your new back seat as follows. @set #zzzzz=vehicle:xxxxxx Adding rooms to a vehicle is just like building anywhere else on the muck. You just have to remember to add the room to the insiderooms: prop and set the vehicle: prop. If you forget to set the vehicle: prop, all the expansion programs will notify you of this error when you install them. ___ Programs Available _______________________________________________ For a complete listing of programs available for vehicles, as well as complementary programs such as avehicle-only.muf, type VLIB to view the vehicle program library. ___ Environment Rooms ________________________________________________ For purposes of keeping things working (drivemodes, areas set _VOK?), please use the following parent environment rooms when building vehicles and space areas. For all other environment rooms that allow vehicles, please see adrive.muf (#80863) for the prop to set to allow vehicle travel. Also remember to set the env room _VOK?:yes as well. Vehicle Interior Environment Room #57819 Space Environment Room #8938 NOTE - I WILL NOT troubleshoot space areas built with space environment rooms other than #8938. I have tested it and it works with the official vehicle programs. ___ Setting up VCOMBAT on your Vehicle _______________________________ To set up the VCOMBAT system on your vehicle, you need to take it to one of the following places. Ground vehicles (size 1-4) - TranStar Automotive Importers, New Tikal Space vehicles (size 4 or less) - Socio Station, Repair Facility Space vehicles (all sizes) - New Cydonia Shipyards Once at one of these places, type VSETUP VEHICLENAME Initially, all vehicles are given a steel hull (body), basic engines (and Jump Drive if a space vessel) and basic sensors. To get better hull, shields, weapons, engines or other upgrades costs credits (see banking FAQ). Also note, you must wait 24 hours after initial setup before adding more VCOMBAT components. Use the VSETUP command to add or sell off components in your vehicle. Additional Note - Unless you purchased your hull from one of the listed locations above, you CANNOT add VCOMBAT. Vehicles created with manually @create'd hulls or by the MAKEVEHICLE command cannot use the VCOMBAT system. ___ Repairing Damage _________________________________________________ If your vehicle is damaged, but not destroyed, you will need to repair it for full functionality. This is also done through a menu-driven program. Take your vehicle to one of the above locations (there will be more than are listed) and type VREPAIR VEHICLENAME You will be in the repair program.....note, all repairs cost credits to perform, cost is based on the amount of damage to the system. Please direct all questions to Arian, Space Wizard. Written - 10/21/1998 Last Revision - 03/26/2000