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  Topic: Pausing an Automap Walk
tahnar

Replies: 8
Views: 12605

PostForum: CMUD General Discussion   Posted: Tue Apr 03, 2007 3:47 am   Subject: Pausing an Automap Walk
Perfect! With a little bit of fiddling, it works like a charm. Turns out the Automapper won't update my map position unless I send SOME legitimate command in the "other command" field, so I put a GLAN ...
  Topic: Pausing an Automap Walk
tahnar

Replies: 8
Views: 12605

PostForum: CMUD General Discussion   Posted: Tue Apr 03, 2007 2:43 am   Subject: Pausing an Automap Walk
Oops... I replied in-between postings!

Arminas, your suggestion really sounds good. The problem is (now!), suddenly when I enter anything into the Walk Script (or Room Script) fields and click the ...
  Topic: Pausing an Automap Walk
tahnar

Replies: 8
Views: 12605

PostForum: CMUD General Discussion   Posted: Tue Apr 03, 2007 2:36 am   Subject: Pausing an Automap Walk
Conceptually, that helps. It was something I had thought of but didn't get the commands for. However, the problem is (sorry I didn't mention above), I'm using Speedwalk, not Slow Walk. Slow walk does ...
  Topic: Pausing an Automap Walk
tahnar

Replies: 8
Views: 12605

PostForum: CMUD General Discussion   Posted: Mon Apr 02, 2007 11:48 pm   Subject: Pausing an Automap Walk
One of the things I love about the mapper is the ability to double-click on a room and have it automatically take me there from my current location (hey, who does NOT like that?).

A problem, howev ...
  Topic: Building a list from MUD data
tahnar

Replies: 2
Views: 5995

PostForum: CMUD General Discussion   Posted: Fri Mar 30, 2007 7:55 pm   Subject: Building a list from MUD data
The entering/exit portions work well (with a little formatting work). I still cannot get the initial list population down, however. :) The first two lines of the above suggestion do not appear to do ...
  Topic: Building a list from MUD data
tahnar

Replies: 2
Views: 5995

PostForum: CMUD General Discussion   Posted: Fri Mar 30, 2007 3:21 am   Subject: Building a list from MUD data
I want to build my own personal WHO window (or Buddy List, if you will) within this game. When you type WHO, the mud responds with:

People in the game:
Rank player 1
Rank player 2
R ...
  Topic: Saving cache to disk?
tahnar

Replies: 6
Views: 7072

PostForum: CMUD Beta Forum   Posted: Tue Mar 27, 2007 10:28 pm   Subject: Saving cache to disk?
This is CMUD v1.26, by the way.

I checked and the package filename is correct, from the right directory. The path given is also correct (My Documents\My Games\CMUD\FederationII).

That directory ...
  Topic: Saving cache to disk?
tahnar

Replies: 6
Views: 7072

PostForum: CMUD Beta Forum   Posted: Tue Mar 27, 2007 4:14 am   Subject: Saving cache to disk?
After sitting in my game for about 9 hours, I fumbled some odd key combination while working in the automapper and CMUD crashed out with an exception error that I unfortunately missed (the fumble incl ...
  Topic: Chain-calling other Scripts/Triggers
tahnar

Replies: 7
Views: 10661

PostForum: CMUD General Discussion   Posted: Sun Mar 25, 2007 10:09 pm   Subject: Chain-calling other Scripts/Triggers
I think it's a chain-calling problem with the alias expansion. Here is a sample setup:

#ALIAS CODEearth2mars {nw;w]
#ALIAS CMD1 {CODEearth2mars}
#ALIAS DOJOB {<many commands embedded, of which ...
  Topic: Chain-calling other Scripts/Triggers
tahnar

Replies: 7
Views: 10661

PostForum: CMUD General Discussion   Posted: Sun Mar 25, 2007 12:17 pm   Subject: Chain-calling other Scripts/Triggers
For the actual tasks performed (collect, deliver) there is feedback. For the movement elements, the only feedback is the normal movement feedback (e.g., anew room popping up). What I have done for now ...
  Topic: Chain-calling other Scripts/Triggers
tahnar

Replies: 7
Views: 10661

PostForum: CMUD General Discussion   Posted: Sun Mar 25, 2007 3:57 am   Subject: Chain-calling other Scripts/Triggers
I cannot make a trigger for each task, because many of them involve just moving around (Speedwalking not so good an option in this game - too many non-standard movement options). For instance, a sampl ...
  Topic: Full Abort
tahnar

Replies: 3
Views: 6801

PostForum: CMUD General Discussion   Posted: Sat Mar 24, 2007 1:07 am   Subject: Full Abort
Just going by the documentation:

#ABORT
Syntax: #AB flag

Aborts further parsing of the current command line. Commands after this on the same line are discarded. Aborts processing of current pro ...
  Topic: Full Abort
tahnar

Replies: 3
Views: 6801

PostForum: CMUD General Discussion   Posted: Fri Mar 23, 2007 8:54 pm   Subject: Full Abort
I cannot seem to make proper use of the #ABORT command or "Stop further processing" flag. While moving around in this game, occasionally an event will happen which will instantly move me to another (r ...
  Topic: Chain-calling other Scripts/Triggers
tahnar

Replies: 7
Views: 10661

PostForum: CMUD General Discussion   Posted: Thu Mar 22, 2007 9:33 pm   Subject: Chain-calling other Scripts/Triggers
I have been digging through posts here and cannot find one which addresses my issue, so here it goes. The documentation still seems a bit spare on many things like Trigger States, the various types o ...
 
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