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avguste Beginner
Joined: 02 Feb 2007 Posts: 22
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Posted: Wed May 09, 2007 6:34 pm
Cmud Mapper Help Needed |
Hello
I have been trying for some time, without success, to make the Cmud mapper work with Aetolia(IRE Mud) and Carrion Fields
Could someone provide me with a guide/instructions on how to do so? I am very bad at coding
Thank you |
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Zugg MASTER
Joined: 25 Sep 2000 Posts: 23379 Location: Colorado, USA
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Posted: Thu May 10, 2007 6:54 pm |
I know there are some Aetolia players around here that might be able to help, but it would help those of us who play different MUDs if you posted some sample output of what the MUD displays when you move between rooms.
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Tech GURU
Joined: 18 Oct 2000 Posts: 2733 Location: Atlanta, USA
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_________________ Asati di tempari! |
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avguste Beginner
Joined: 02 Feb 2007 Posts: 22
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Posted: Fri May 11, 2007 3:20 am |
Thank you for the larkin links. I don't see any install instructions
Zugg, you mean what happens each time I move my character?or what happens when I set the mapper?
Basically what happens is that I set the mapper automatically and it works only for the room on the config.After that it doesn't work.
I move but the mapper doesn't follow |
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Tech GURU
Joined: 18 Oct 2000 Posts: 2733 Location: Atlanta, USA
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Posted: Fri May 11, 2007 11:34 am |
He was say that some who doesn't play your mud could still help you come up with some mapping triggers but we would need to see a sample of your mud output. So if you went "s,s,e" what does the out put from your MUD look like. I've never actually used larkin's scripts but I'm sure if you email or PM him he'll be happy to help you.
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_________________ Asati di tempari! |
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Fang Xianfu GURU
Joined: 26 Jan 2004 Posts: 5155 Location: United Kingdom
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Posted: Fri May 11, 2007 8:00 pm |
There aren't any install instructions because the .txt files on there just need pasting onto the command line or importing, nothing else. But the ones available there weren't written for Aetolia, they were written for Achaea and probably need some modification. The basic premise is using an ANSI trigger to match lines of the right colour and then using the #tag command to tell the mapper what lines are what. It gets more complicated when you want the mapper to strip out the "in the trees" and "flying above" and "road" parts of the room name, and so on, and that script will do all of those.
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