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Einder Novice
Joined: 03 Jan 2008 Posts: 48
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Posted: Fri Oct 07, 2011 5:59 pm
#ALARM / #SLOW HELP |
So I've playing with trying to get the #ALARM and #SLOW commands working together. The problem I keep running into however is that it will take the first step, and del the next one to take the rest. It also doesn't use the alarm for each step so it steps too quickly. The thing I'm playing with now is:
Code: |
#ALIAS test {#ALARM "a2" +2 {
#SLOW .s3w3en
#PAUSE
}
} |
Very simple for testing purposes. However I'm think I need a trigger to ok the next step and set the alarm so that it's not trying to quick step afterwards. Is this possible? |
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myddrun Wanderer
Joined: 31 Mar 2005 Posts: 58
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Posted: Tue Oct 18, 2011 9:49 am |
The only time I use this is when xp grinding. I send the comand "kill monsters" so trigger the #OK off "You are unable to find any monsters" to move to the next room.
In my mud room descriptions use a pattern "RoomName [n,s,e,w]"
If you had something similar for directions you could use that? |
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Einder Novice
Joined: 03 Jan 2008 Posts: 48
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Posted: Tue Oct 18, 2011 11:58 am |
My script looks like this:
Code: |
#CLASS {test}
#ALIAS test {
#ALARM "a1" +3 {
#slow @testpath
#pause
}
}
#ALIAS nextstep {
#ALARM "a1" +3 {
#OK
#step
#pause
}
}
#VAR testpath {.s3w3en}
#CLASS 0
#CLASS {test|walk}
#TRIGGER {[{N|E|S|W|U|D}]} {nextstep}
#CLASS 0 |
The problem I'm having is that no matter what I've done, ZMud pukes during the walk, it'll take the first 2 steps, delete the next, take 2 more, delete the next two which leaves me no where near where it's suppose. I figure if I can get this working, then perhaps I can use it for something, but right now, with it puking when I'm just testing it, I don't know if I can get it working or not. |
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Scirkhan Apprentice
Joined: 14 Sep 2007 Posts: 167 Location: aztx
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Posted: Tue Oct 18, 2011 1:50 pm |
Have you tried using just #step #pause, instead of #ok #step #pause?
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Einder Novice
Joined: 03 Jan 2008 Posts: 48
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Posted: Tue Oct 18, 2011 11:11 pm |
actually that was the first thing I tried, it wouldn't step without the #ok as well
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Einder Novice
Joined: 03 Jan 2008 Posts: 48
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Posted: Wed Oct 19, 2011 5:49 am |
after quite a bit of playing with settings I found my problem. You were right, I had to take out the #ok and I also had to adjust my walk settings so that the speed was 0. It quit puking that way. TY
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Scirkhan Apprentice
Joined: 14 Sep 2007 Posts: 167 Location: aztx
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Posted: Wed Oct 19, 2011 10:22 am |
so the speed was 0? What is that? Good job. :) And you're welcome. I actually made my own path script, and I still feel like I need to fine-tune it a bit.
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Einder Novice
Joined: 03 Jan 2008 Posts: 48
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Posted: Wed Oct 19, 2011 1:11 pm |
yeah..I had a different path script before that a friend had helped me create, but I lost it so now I have to start over, but I have pretty good maps for my game so I really wanted to be able to use them. It's taken some playing around but at least it works now :)
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