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dANGER boy
Newbie


Joined: 07 Mar 2009
Posts: 4

PostPosted: Sat Oct 31, 2009 1:30 am   

[CMUD 3.12b] #NODIR not working
 
With the previous version of CMUD (2.37, I think), I had no problems with #NOMAP and #NODIR. When I tried to move in a direction and it said there was a door in the way, the mapper would not move me. However, now, #NODIR does not seem to be working. There could be obstacles in the way and my character wouldn't move, but the mapper does.

I know the patterns match. I have not altered the code in any way. Any ideas?

Thanks for the help.
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Palek
Wanderer


Joined: 28 Sep 2005
Posts: 55

PostPosted: Mon Nov 16, 2009 11:36 am   
 
I can confirm this behavior. Procedures below:

Create a room on a map with one exit to the west.

Create room to the west.

Create this trigger:

Code:
<trigger priority="70" id="7">
  <pattern>You bump into the closed door.</pattern>
  <value>#NODIR</value>
</trigger>


Place yourself in the first room and attempt to go west, if the door is closed, the trigger will fire but your marker still moves on the map, this occurs with all #NODIR triggers when moving into rooms that exist on the map but you are not allowed into on the mud for one reason or another such as a mob blocking your way or you are paralyzed and cannot move.

Palek
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Rahab
Wizard


Joined: 22 Mar 2007
Posts: 2320

PostPosted: Mon Nov 16, 2009 4:59 pm   
 
Are you in FAST walk mode, or SAFE or SLOW mode? I believe that in FAST mode it won't notice the #NODIR because it moves you as soon as it detects the movement command. This is normal.

If this is happening in SAFE or SLOW mode, there may be something going on.
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MattLofton
GURU


Joined: 23 Dec 2000
Posts: 4834
Location: USA

PostPosted: Mon Nov 16, 2009 8:57 pm   
 
Quote:

I believe that in FAST mode it won't notice the #NODIR because it moves you as soon as it detects the movement command. This is normal.


FAST mode seems to be subject to process lag. I have some #NODIR triggers that always execute prior to FAST mode movement is applied, and some that only execute after the movement has been applied. Still others seem to be situational, no doubt due to an incomplete handling of those messages.
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Palek
Wanderer


Joined: 28 Sep 2005
Posts: 55

PostPosted: Tue Nov 17, 2009 2:25 am   
 
I was in FAST mode, switching to slow seems to have corrected the issue.
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Zugg
MASTER


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

PostPosted: Tue Nov 17, 2009 5:50 pm   
 
You might also try Safe mode...that is the preferred default mode. It implements stuff like #NODIR but doesn't require a full parsing of the room data for each move (just looks at the room name).

Rahab is correct that #NODIR isn't going to work in FAST mode.
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