Cell Guards / Keeping Prisoners

Started by ScottyB, January 04, 2009, 05:52:34 AM

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ScottyB

The following may take a bit of time to script, so in the mean time, could at least one of the cells get a spawn point and placeable, so we could instruct prisoners to set their spawn point there?

Full suggestion:

The cells in the guard stronghold could use a guard, and labels like "1", "2', and "Capital".

The guard's conversation could be, for PCs, "I want you to open cell <#> later." "How much later? ((Speak the number of minutes you want me to wait.))" And then he goes and opens the cell door after that interval.

As well as, "Don't let the people in the capital cell out for any reason." Which sets the spawnpoint of everyone in that cell to the cell.

Apparently, the cells don't start out locked when the module loads, either, but I only heard this from someone else, so it may not be true.

Cruzel

Why not just make a trigger in the cell, using that to fire the old watch prison scripts with updated spawnpoints and a guard NPC to talk to instead of a wand?
 
Run a check when talking to the guard to Find anyone in the trigger's Sub-area, so it knows who to affect.
 
Much easier imo.

MisterPAIN

We should just have PC guards only for this, and if they fail at doing it proper they get fired imo.  There should be enough Guard PCs to do this anyway.

ScottyB

Doesn't fix the fact that prisoners will spawn back at the inn/wherever after a reset, Mr. Pain. >_>

And Cruzel. I have no idea what you're even suggesting, and niether do you, having never seen the old guard scripts. STFU and quit hijacking my thread.

Thomas_Not_very_wise

SCOTTY IS BURNING, WOOT, WOOT