Mark said: > Well, how do you 'update' the parent map? You can't modify the original copy > of it (or really shouldn't, as bad things are likely to happen if you do, like > losing all the information on them. Plus, there is no guarantee that the > original maps are read/write). > Well...I was planning on writing to the parent map...it would have to be crossfire writable... > Why put this map in the player directory? Is the plugins smart enough to see > that if this player quits (and hense the playerdir is removed) that the deed is > made available again? > > When you say the map is by invitation only, how so? If I buy a lot, can other > people actually go to that map -even if most of it is not accessible, or if they > tried to go to the exit where the lot is, would they get some message such that > they can't even enter? I put the new maps in the player directory because I didn't want to write maps to the maps directory. They could go anywhere really, but it is easier to clean them up this way. Other players can go to these maps, there is a grounds or yard leading to the front door, but the front door is locked. You could go and gawk at the house if you like. > Various thoughts I have: > 1) Put the proper path for the exits in the parent map - just these maps don't > exist until the deed is bought. When the deed is bought, the script copies for > the maps to the appropriate place that the exit points - in this way, don't need > to do anything about updating the parent map. This is probably the best idea, this is why you get the big bucks! It is much better than writing to the parent map- the only thing was that I wanted to have a 'lot for sale - lot 34' message and then update the map to have a 'Joe's house' message. Maybe I could make a message that reads from a file to do this? Have to look into that. This would make it easier to recycle the lot as well - but I haven't given much though to recycling the lots yet since I wanted to get things working first to try it out. I did think about being able to sell property, but didn't want to go there yet. Anyway so far I have gotten about half the code done and half the templates done (haven't decided on most of the prices for the goodies altars yet - especially since I would like to make some quest items for some things)- I will pass it along for comment soon. I haven't done anythng for guilds yet - I was not planning on using this method for guild creation but you certainly could. I was going to try to subclass the CFBank that Joris wrote to make a guild bank and member list manager however. In MHO the idea of guilds is not the same as the idea of castles: castles/homes are personal shared space- you don't want many guilds and have people create a guild as their personal shared space (they should be cost prohibative requiring the efforts of many to sustain them). The features of a home are for personal storage/display, the features of a guild would have to be for player benefit (like a charging room, a library, and advantageous or convienent shops and converters). There would have to be a benefit to joining a guild and a cost associated to make them work as a game dynamic - I don't want to tackle too many things at once however.