(map, unit_map, draw_map, player_coms[]):
Modify nmap command to allow mapping around a nuke. Add new command nbmap for bmapping around a nuke. Add a new mapping flag 'n' for adding nukes to a map. Correct syntax description for pmap, pbmap, lmap and lbmap in player_coms[].
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info/nbmap.t
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info/nbmap.t
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.TH Command NBMAP
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.NA sbmap "Big map of all your worldly knowledge around a nuke"
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.LV Basic
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.SY "bmap [<SECTS> | <SHIP>] <s|p|l|n|r|t|*|h>"
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.SY "lbmap [<SECTS> | <LAND UNIT>] <s|p|l|n|*|h>"
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.SY "nbmap [<SECTS> | <NUKE>] <s|p|l|n|*|h>"
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.SY "pbmap [<SECTS> | <PLANE>] <s|p|l|n|*|h>"
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.SY "sbmap [<SECTS> | <SHIP>] <s|p|l|n|*|h>"
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A bmap gives you a graphic representation of all or part of your country.
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.s1
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Bmap differs from map in that it reflects everything you've learned
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about the world. If, for example, you navigate near a sector and find
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out that it is sea, it will show up on your bmap as sea, even if it
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doesn't show up on your map.
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.s1
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Note that bmap shows the \*QLAST KNOWN INFORMATION\*U you have about
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a sector. It may change, and your bmap will not reflect it. For example,
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if you re-designate a sector, it won't show up on your bmap as the
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new sector type until you do a map.
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.s1
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Commands contributing to bmap include (but are not limited to):
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map, nav, fly, bomb, recon, para, drop, lookout, coastwatch, radar.
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(probably others)
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.s1
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Note that any sector
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marked as 'X' on your bmap will automatically be avoided by
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ships when they are trying to calculate the best path between two
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points. Whenever you detect a sea mine in a sector, the server will
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automatically put an 'X' on your bmap.
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.s1
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You can call up a local bmap while navigating or marching by typing 'B'
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at the prompt.
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.s1
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Examples:
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.EX bmap -9:18,-8:5
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generates a 28 x 14 bmap based on data supplied by the sectors
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in the area specified.
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.NF
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---------0000000000111111111
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9876543210123456789012345678
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-8 . . . - - -8
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-7 . . . . - ^ -7
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-6 . . . . - - - - -6
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-5 . . - . a a - ^ ? ? - -5
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-4 . . . . k o ! - ^ ? ? ? -4
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-3 . - . a h j a ^ ^ ^ ^ ^ - -3
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-2 . . - . a a a ^ a a - - - -2
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-1 . . . a a a b + + ^ ^ - -1
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0 . . . m c u a a - ^ - ^ 0
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1 . - . a a . a a - - ^ 1
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2 - ^ ^ a a a ^ a - - ^ 2
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3 - - - - - - - . . - 3
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4 ^ - - - - - ^ - - 4
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5 - ^ - - ^ - - - 5
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---------0000000000111111111
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9876543210123456789012345678
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.FI
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.s1
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.EX bmap # >mapfil
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where your \*Qrealm\*U (or '#',
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see \*Qinfo realm\*U or \*Qinfo update\*U)
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is -5:5,-6:6 will type out a 11 by 13 sector bmap
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and also put the bmap in the file called \*Qmapfil\*U.
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.s1
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You can also give the number of a ship, and bmap will give you a small
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bmap centered on the location of that ship, provided you own it.
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.s1
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If you use lbmap, you can get a bmap around a land unit.
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If you use pbmap, you can get a bmap around a plane.
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If you use sbmap, you can get a bmap around a ship.
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If you use nbmap, you can get a bmap around a nuke.
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.s1
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.L "BMAP FLAGS"
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.s1
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If you specify an 's' flag, bmap will put your ships on the map.
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If you specify an 'l' flag, bmap will put your land units on the map.
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If you specify an 'p' flag, bmap will put your planes on the map.
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If you specify an 'n' flag, bmap will put your nukes on the map.
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A '*' will put all on the map.
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When multiple unit types are selected they are displayed
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in the following priority order: nukes, land units, ships, planes.
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To highlight sectors you own, specify the 'h' flag.
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.s1
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You actually have two bmaps. One which is created by the server; this
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one is called your 'true' bmap. You can view your true bmap at any
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time using the
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.SY "bmap <SECTS> true"
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command. However, usually when you view your bmap, you are looking at
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your 'working' bmap. The only difference between your working bmap
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and your true bmap is that your working bmap also contains
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designations put on there by you using the 'bdes' command, and by your
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friends using the "sharebmap" command. If somehow your bmap gets
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corrupted, you can revert your working bmap back to your true bmap
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using the command:
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.SY "bmap <SECTS> revert"
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.s1
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.SA "bdes, map, navigate, fly, bomb, recon, paradrop, drop, lookout, coastwatch, radar, sharebmap, Nukes, Maps"
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