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mitchel456
Newbie


Joined: 05 Mar 2007
Posts: 6

PostPosted: Wed Mar 07, 2007 4:55 am   

Federation II (mapper)
 
Okay, so with Arminas' help, I've almost got the mapper working with Fed II. Here's the trigger code I'm using:

Code:
#trigger {^>} {#tag prompt}
#condition {^[%w%s]$} {#tag name}
#condition {^%s*} {#tag descpara}
#trigger {^exit} {#tag exit}


The problem now is that the mapper doesn't seem to recognize rooms I've already created -- if I, say, move north into room A, then north into room B, then south, it doesn't move me back into room A, it creates a new room C. It's like it doesn't remember that it just came north from room A and south should take it right back there.

Well, that's usually the problem. Sometimes it also decides to start creating rooms in random directions (I'll go north and it'll create a room to the east), and this seems to start after I've created a dozen or so rooms.

Any ideas? I feel like I'm soooooo close Crying or Very sad Here's some output if it helps:
Code:

nw
>nw
Control room
   The room is full of complex equipment monitoring and controlling the environment of Cargon City. As you enter, several technicians look up from their machines and glare at you for disturbing them.
   The exit is southeast.
se
>se
Slideway
   You are standing on a slideway which runs northeast/southwest through a tunnel carved out of solid rock. There is a solid, official-looking door to the northwest, marked 'Environmental Control'.
ne
>ne
Plaza
   You are in the western half of a small plaza. South is the entrance to an office while the slideway from the spaceport runs into the southwest corner.
   Northwest is the Venus colony's power plant.


If anybody has any ideas on how to fix this issue (mapper not "remembering" where it came from) they would be much appreciated.

Thanks,
Ryan
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Fang Xianfu
GURU


Joined: 26 Jan 2004
Posts: 5155
Location: United Kingdom

PostPosted: Wed Mar 07, 2007 5:19 am   
 
The random direction thing is usually due to the mapper not realising you've moved since your last direction, or that you failed to move. For example, you're in a room with two exits, north and south. You type east and get a You Can't Go There message. The mapper is still waiting for output from the east command. You type north and move into the room - the mapper creates a new room to the east. The easiest way around this is to have a #nodir trigger on messages that indicate that you didn't manage to get where you wanted to go. You'll be able to see rooms in the queue in the bottom right corner of the mapper - use #nodir if there's something there that shouldn't be.

As for the room creation thing, that's what happens when the names and/or descriptions don't match. If you're done creating maps, you can just turn off creation mode and it'll stop making new rooms. You can also merge the rooms. This might indicate something wrong with the mapper's detection or with your room names or descriptions changing, which may screw up the mapper in the future. Might be worth a look.
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mitchel456
Newbie


Joined: 05 Mar 2007
Posts: 6

PostPosted: Wed Mar 07, 2007 5:25 am   
 
Cool, thanks for the help. I'll keep an eye on that queue in the future - never knew what that was before =)
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mitchel456
Newbie


Joined: 05 Mar 2007
Posts: 6

PostPosted: Wed Mar 07, 2007 7:30 am   
 
So, am I right to assume that if I'm in a room with two exits, north and south, and I go north, get a room description, but "n" appears in the queue and no room is created in the mapper, this means that the mapper doesn't recognize the name and description of the room I just moved into as a valid output? This happens a bit too -- should I take this to mean that my triggers aren't detecting room names and descriptions as well as I thought they were?

Thanks for helping out a total newbie,
Ryan
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Vijilante
SubAdmin


Joined: 18 Nov 2001
Posts: 5182

PostPosted: Fri Mar 09, 2007 6:58 am   
 
Look at my reply in your other post. It should provide enough things to get going mapping. However, from the rooms you put in this post, it won't always detect all the exits and create stubs for them. On the plus side it looks like it should work well enough that you may be able to add just a few phrases and get it up to 95%.
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