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Rangerman Newbie
Joined: 09 Feb 2008 Posts: 5
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Posted: Sat Feb 09, 2008 4:45 pm
Cmud Mapper Room triggers not working??? |
Here's the sneario:
You walking through the rooms following your map on cmud's mapper. you come to a room where you normally set off to goto the different areas in your mud. When entering the room a multistate button appears with a drop menu of all the areas you have ".paths" made up for.
Heres what I got:
class: path1
class: path2
path1 when turned on enables button A to be visable with paths to specific area's (switching on and off by enabling/disabling the class class)
path2 when turned on enables button B to be visable with paths to specific mobs for the area (switching on and off by enabling/disabling the class class)
when you enter the square (this is the common launch point) the button A becomes visable by a room script #T+ path1
all connecting rooms have the room script #T- Path1 to turn off the button A when passed through them
you select your area through the multistate button A (where going to area C) and select your area. (each state is area with a .paths command sent to mud to get to area)
your path command is sent and you speed walkto the area upon passing through a connecting room tot he launch point the button is turned off.
when getting to Area C, Button B will now appear where button A did on the same structure as Button A is laid out.
when in room, Room Script #t+ path2 is enabled showing you a multistate button with each state being a spcific mobile attached to a .path command
all connecting rooms have the room script #t- path2
Now when i cruise through my automapper the room scripts are not enabling anyone got any ideas on something i mayhave missed or overlooked in getting the room triggers to activate?
The map and character wre imported form zmud. |
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Vijilante SubAdmin
Joined: 18 Nov 2001 Posts: 5182
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Posted: Sat Feb 09, 2008 11:09 pm |
I have seen room scripts work in some recent beta versions, and not work in others. There were some changes in the architecture of how CMud works with data, and the mapper module hasn't really been rewritten yet to perfectly coordinate to that. I think Zugg kludged up the connection, but I would suggest patience for anything that has to do with the mapper. It is being completely rewritten soon.
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Zugg MASTER
Joined: 25 Sep 2000 Posts: 23379 Location: Colorado, USA
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Posted: Mon Feb 11, 2008 5:48 pm |
How exactly are you "cruising through the automapper"? In other words, exactly what speedwalking mode are you using? Are you speedwalking, or just using the keypad to walk normally, or are you using some other way to get to a room on the map? I tried some basic tests with #T- and #T+ in room scripts and couldn't get them to fail here.
The only real problems with Room Scripts in the current 2.18 version of CMUD are if you try to create settings within a room script and then expect them to go away when you leave the room. For example, if you use commands like #TRIGGER, #ALIAS, #BUTTON, etc within a Room Script, then you might run into problems. But simpler scripts work fine. |
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Anaristos Sorcerer
Joined: 17 Jul 2007 Posts: 821 Location: California
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Posted: Tue Feb 12, 2008 2:37 am |
I use FAST mode speedwalking so this causes the room scripts to lag behind my actual position. I believe that this may be the cause of #TRIGGERs inserted into the room script box crashing.
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Rangerman Newbie
Joined: 09 Feb 2008 Posts: 5
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Posted: Tue Feb 19, 2008 12:26 am |
okay after some figureing out stuff i think i know whats going on exactly if i set the triggeer to turn on the class which has the button on the rom i want the button to be on at it does not show untill i move from that square. To fix this found if I set the trigger to turn on room before the button shows when i land in the proper square :)
I wasusing speed walk (.path) |
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