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  Topic: 2.34 connection status / alarms
Falcnor

Replies: 1
Views: 3497

PostForum: CMUD General Discussion   Posted: Thu Jul 31, 2008 4:01 pm   Subject: 2.34 connection status / alarms
UPDATE:
Saved all settings etc.
Uninstalled, cleared mud file directory, reinstalled, reset everything. Seems to be ok now.
  Topic: 2.34 connection status / alarms
Falcnor

Replies: 1
Views: 3497

PostForum: CMUD General Discussion   Posted: Wed Jul 30, 2008 3:55 pm   Subject: 2.34 connection status / alarms
Good morning!

I just updated to 2.34 and am starting to notice something a bit quirky.

I connect to a mud, play just fine, but every so often I hear the sounds like the mud has disconnected, the ...
  Topic: #path end?
Falcnor

Replies: 4
Views: 5305

PostForum: zMUD General Discussion   Posted: Tue Sep 09, 2003 4:28 am   Subject: #path end?
Ahh, yeah didn't think of that. I'll try that with some commands to restart the run.

Thanks Lightbulb!
  Topic: #path end?
Falcnor

Replies: 4
Views: 5305

PostForum: zMUD General Discussion   Posted: Mon Sep 08, 2003 10:25 pm   Subject: #path end?
Nope didn't work. Hmmm

Well I'm trying to incorporate this with my autokill script so it just repeats the process again.

When it finishes the path: #slow dwarfs
  Topic: #path end?
Falcnor

Replies: 4
Views: 5305

PostForum: zMUD General Discussion   Posted: Mon Sep 08, 2003 10:11 pm   Subject: #path end?
#ALIAS onwalkend {stuff}

Found it. ;)
  Topic: #path end?
Falcnor

Replies: 4
Views: 5305

PostForum: zMUD General Discussion   Posted: Mon Sep 08, 2003 9:29 pm   Subject: #path end?
Been trying to find someplace that tells me if there can be a notification of the end of a path somehow? Like just a text message that says your path has completed.

Any help would be apprecaited.
  Topic: Falcnor's Autokill Script
Falcnor

Replies: 4
Views: 10447

PostForum: Finished MUD Scripts   Posted: Mon Sep 08, 2003 8:53 pm   Subject: Falcnor's Autokill Script
Hey gang. Well I finished my Autokill script. Taken pieces of code from Islydur's kill script and modified it heavely. Here are the steps you need to take to ensure it will work for you.

Copy th ...
  Topic: Autokill Script now in Finished Scripts section
Falcnor

Replies: 6
Views: 8933

PostForum: zMUD General Discussion   Posted: Mon Sep 08, 2003 8:37 pm   Subject: Autokill Script now in Finished Scripts section
Welp, got it tweaked. Here's the finished product. Running a LONG test right now on several machines.

Will post a help and code in Finished scripts soon.

#CLASS {Autokill}

#ALIAS Hunt {
#t ...
  Topic: Autokill Script now in Finished Scripts section
Falcnor

Replies: 6
Views: 8933

PostForum: zMUD General Discussion   Posted: Mon Sep 08, 2003 7:08 pm   Subject: Autokill Script now in Finished Scripts section
Well I got the pathing working now but I've got a prob...it skips every other room to kill. Like I go east and it doesn't trigger the mobenemy then goes to the next room. -=shrugs=- Also if there a ...
  Topic: Autokill Script now in Finished Scripts section
Falcnor

Replies: 6
Views: 8933

PostForum: zMUD General Discussion   Posted: Mon Sep 08, 2003 5:48 pm   Subject: Autokill Script now in Finished Scripts section
Putzed around even more and fixed it. Now it hunts when I type 'hunt' manually but not when moving around. Was missing an if statement. Now to figure out how to make it auto hunt then follow a spec ...
  Topic: Autokill Script now in Finished Scripts section
Falcnor

Replies: 6
Views: 8933

PostForum: zMUD General Discussion   Posted: Mon Sep 08, 2003 5:19 pm   Subject: Autokill Script now in Finished Scripts section
Well I started putzing around a bit with just the auto kill part and I'm running into a rut. Here's what I have so far.

#CLASS {Autokill}
#ALIAS Hunt {#var mobEnemy {} {_nodef} {Autokill};ll;sk & ...
  Topic: Autokill Script now in Finished Scripts section
Falcnor

Replies: 6
Views: 8933

PostForum: zMUD General Discussion   Posted: Thu Sep 04, 2003 6:31 pm   Subject: Autokill Script now in Finished Scripts section
The 'scan' command does not work on my mud nor do I want to implement it. So back to picking apart Is's script.
  Topic: Autokill Script now in Finished Scripts section
Falcnor

Replies: 6
Views: 8933

PostForum: zMUD General Discussion   Posted: Thu Sep 04, 2003 6:25 pm   Subject: Autokill Script now in Finished Scripts section
Another thing I'd like to add is a list of monsters to kill. Say like goblin|elf|dwarf|deer|rabbit That sorta thing. Been looking at Isyldyr's autokill script trying to figure how I could use piece ...
  Topic: Autokill Script now in Finished Scripts section
Falcnor

Replies: 6
Views: 8933

PostForum: zMUD General Discussion   Posted: Thu Sep 04, 2003 5:45 pm   Subject: Autokill Script now in Finished Scripts section
Hey all,

First time posting about scripting. First off wanted to say thanks for such a great product Zuggsoft crew. I've been using it for over 3 years now! Love it!

Well here's the deal. I' ...
 
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