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Apocalyptic
Beginner


Joined: 27 Aug 2007
Posts: 25

PostPosted: Tue Oct 16, 2007 2:33 am   

Pathing
 
In some games you can make a script or whatever to go from lets say a town gate to a far off hunting area. Then you make a script back. Sometimes you can make a script there and have it reverse itself to go back. How do I do this? I want to know how to setup automated travel scripts for CMUD. Anyone help? I have tried a few things and when it appears to work, it later screws up because I have to climb a rockslide and there is a 5 second pause or delay or something due to climbing it. Even still...rock aside...how do I go about doing this?
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Zugg
MASTER


Joined: 25 Sep 2000
Posts: 23379
Location: Colorado, USA

PostPosted: Tue Oct 16, 2007 7:11 pm   
 
Well, there are several things you can do. The first is to just create a "Path". For example, let's say that to get from the town gate to the hunting area you need to go 10 squares north, then 3 west, then south. You could enter that "speedwalking" path on the command line like this:

.10n3ws

where the "." is the default "Move" character as defined in the Special Character preferences. To store this into a named path, you would do this on the command line:

#PATH gatehunt {.10n3ws}

and now you can use the named path on the command line like this:

.gatehunt

Once you have a named path, you can reverse it using two dots instead of one. So, if you are at the hunting area and want to return to the town gate, you would type:

..gatehunt

and that would send the reverse path (north, 2 east, 10 south).

Things like rockslides get tricky, but someone else might be able to help more with that.

The other option that you have is to try and get the mapper module working with your MUD. Read all of the help topics in the mapper Help menu. Once you have the mapper working, then you can just double-click on any room in the map and it will compute the shortest path from your current location to your destination. This ends up working like an infinite variety of speedwalk paths. You can also then use the #WALK command to speedwalk to any named room on your map no matter where you are. This gets around the problem with fixed paths were you always have to be in the starting area (the town gate in the above example) before you can use them.
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Apocalyptic
Beginner


Joined: 27 Aug 2007
Posts: 25

PostPosted: Tue Oct 16, 2007 11:32 pm   
 
Good suggestions, but what about moving too fast and getting moving too quickly messages? How do I make it go slower?
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Seb
Wizard


Joined: 14 Aug 2004
Posts: 1269

PostPosted: Tue Oct 16, 2007 11:43 pm   
 
Check here: Prefs, Scripting, Delay between sending line and Prefs, Scripting, Slow walking.
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Zugg
MASTER


Joined: 25 Sep 2000
Posts: 23379
Location: Colorado, USA

PostPosted: Tue Oct 16, 2007 11:51 pm   
 
Or, find a MUD that doesn't care if you speedwalk Razz Sorry, I couldn't resist. I hate MUDs that try to interfere so much with speedwalking. Just makes the MUD more tedious in my opinion. But I also know that it's hard to switch MUDs once you've been with one or a while.

But Seb is correct. The Send Delay is the easiest, but it effects each and every step of your path. Slow walking is more flexible, but can be quite complicated. You can also use the mapper and put in room scripts to control slowwalking and handle adding room-specific delays. In the mapper you can also mark rooms with a "cost" so that rooms with problems like a rockslide are avoided when possible. You can also mark rooms as "do not enter" so that the path goes around them when speedwalking, to avoid entering rooms with bad aggro mobs.

Just keep in mind that the MUDs that introduce delays and problems like you mention are doing this specifically because they don't like people to automate their speedwalking. And that means they have usually gone to the trouble to make your life difficult. So if you are a brand new CMUD user, don't expect to solve this problem overnight...it might take some work.
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Fang Xianfu
GURU


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

PostPosted: Wed Oct 17, 2007 2:22 am   
 
Which is a perfect reason not to bother interfering in the first place. It doesn't actually stop people who know what they're doing - only novices.

I personally gag the message and the prompt and resend the last direction when this happens. I'm sure it spams the hell out of me in the background, but that doens't bother me.
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MattLofton
GURU


Joined: 23 Dec 2000
Posts: 4834
Location: USA

PostPosted: Wed Oct 17, 2007 10:24 pm   
 
Quote:

Just keep in mind that the MUDs that introduce delays and problems like you mention are doing this specifically because they don't like people to automate their speedwalking.


Not necessarily. The design philosophy for Simutronics for example is to make things that make sense before giving in to player convenience. So, it's not really an attack on player convenience so much as a Zugg-like adherance to product coherence and integrity. I'm sure there are lots of things you encountered over the years that would've made customers' lives extremely convenient, but would have cost you business or development-related headaches (not least being copy protection and portable drives). Very few of them have ended up where you absolutely refused to compromise with player concerns, and in some cases you probably brought on a whole slew of other issues you could've avoided with an easier approach.
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Apocalyptic
Beginner


Joined: 27 Aug 2007
Posts: 25

PostPosted: Fri Oct 19, 2007 5:09 pm   
 
Well...they did introduce multiple type-ahead lines as premium perks.....
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Apocalyptic
Beginner


Joined: 27 Aug 2007
Posts: 25

PostPosted: Fri Oct 19, 2007 5:10 pm   
 
Perhaps on a later update or version could you perhaps consider adding in a very easy to use dropdown to add in natural pauses or perhaps some type of command or something to interject? I think this would be rather easy to fix and circumvent in practice with the proper tools at ones disposal. *shrugs*
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Seb
Wizard


Joined: 14 Aug 2004
Posts: 1269

PostPosted: Fri Oct 19, 2007 10:02 pm   
 
Do you mean something like #WAIT command? Look it up in the help file. Not sure if this is what you mean...
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Zugg
MASTER


Joined: 25 Sep 2000
Posts: 23379
Location: Colorado, USA

PostPosted: Fri Oct 19, 2007 11:57 pm   
 
Yeah, you can break a speedwalk using the ; character and insert whatever commands you need. For example:
Code:
#PATH GotoStore {.3s10n;open west;.w}
#PATH GotoWhatever {.2n3w8s;#WAIT 5000;.2n}

In the first example, we open a door to the west before going west. In the second case, we wait 5 seconds before sending the rest of the path.
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Arminas
Wizard


Joined: 11 Jul 2002
Posts: 1265
Location: USA

PostPosted: Sat Oct 20, 2007 1:56 am   
 
For speed walking with the map you can do this to add a longer wait time to rooms with rubble etc.
First make an alias
Code:
<alias name="roompause">
<value>$walkmode=%walkmode
#call %walkmode(2)
#pause
#wait {%1}
#step
#ok
#call %walkmode($walkmode)</value>
</alias>

Then place the alias name in the room script tab in the properties of the room you want to pause in. So for example I would do this in the room scrip tab.
Code:
roompause 2000

This pauses for 2 seconds if you need more time then just increase the 2000 by 1000 for each additional second you need in the room.
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Apocalyptic
Beginner


Joined: 27 Aug 2007
Posts: 25

PostPosted: Mon Oct 22, 2007 3:15 pm   
 
You guys are awesome. Thanks alot.
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