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Frahg Newbie
Joined: 02 Aug 2001 Posts: 7
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Posted: Thu Apr 11, 2002 6:49 pm
Extra Carriage Returns - Help |
I'm using zMUD not to play a mud but rather to play Trade Wars (very mud-like, but still). Anyway, whenever I issue a command to the Tradewars server it thinks it has received both my command and an extra carriage return.
I turned on Preferences->Emulation->Character Mode and that solved the problem for the command line, however my scripts still execute incorrectly. Is there any way to avoid this problem and, what is causing it?
Thanks,
Frahg
Using 6.16. |
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Frahg Newbie
Joined: 02 Aug 2001 Posts: 7
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Posted: Thu Apr 11, 2002 7:15 pm |
I figured something out... I think Tradewars reads commands as they are pressed, so a lot of the time there is no need to press the Carriage Return button for a command to be accepted. Is there a way to send a command to the mud without pressing Carriage Return?
Thanks,
Frahg
Using 6.16 |
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Kjata GURU
Joined: 10 Oct 2000 Posts: 4379 Location: USA
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Posted: Thu Apr 11, 2002 7:52 pm |
Yes, but not in 6.16
In the beta version, you can use the #SENDPROMPT command to send something to the MUD without a carriage return.
Kjata |
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Tarn GURU
Joined: 10 Oct 2000 Posts: 873 Location: USA
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Posted: Thu Apr 11, 2002 8:03 pm |
quote:
Yes, but not in 6.16
My copy of 6.16 documents #sendprompt in the help files and the trigger editor recognizes it.
I don't have a mud handy to give it a workout with, though.
-Tarn |
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Kjata GURU
Joined: 10 Oct 2000 Posts: 4379 Location: USA
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Posted: Fri Apr 12, 2002 12:40 pm |
Hmm, you're right. Somehow, I think I didn't notice that command until after 6.16.
Anyway, then, there's the solution. It should work, but the drawback is that it won't echo to you the commands. You can simulate this however with #SHOW.
Kjata |
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Frahg Newbie
Joined: 02 Aug 2001 Posts: 7
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Posted: Fri Apr 12, 2002 5:09 pm |
Thank you for your help, that solution worked. It's not the best solution I could hope for, but at least it works.
Right now I have to think very carefully about every command I send to the game. Is it going to catch this without asking for the carriage return? It's quite annoying. It would be cool if Zugg could implement a feature that sends all commands without a CR by default and you have to implicitly use the #CR command to send a CR.
But, I'm probably the only person asking for that! :)
Thanks again,
Frahg |
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Pega Magician
Joined: 08 Jan 2001 Posts: 341 Location: Singapore
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Posted: Tue Apr 30, 2002 6:31 am |
I scripted for Tradewars2002 last year.
I made a pile of triggers, close to 60 buttons of various types and some 'speed menu' items, the default speedmenu item can be access through a double click, so I can warp my ship into a specific sector number just by double clicking on a sector number on the screen. Another way to automate navigation is to create buttons for each exit warp.
I had SST/SSM/SDT/PPT scripted into buttons that can be activated on the fly. The only problem I had was speed, I need a really fast computer for all the buttons to refresh quickly, especially those with status values displayed on them. It's like a pilots console with flashing lights. =b
I scripted a CIM interrogation mode logger and used the #launch command to run my external zero-turn graphical mapper.
Always use #sendprompt, use #send only when you are entering a string, eg. on Fedcomm, Subspace Radio or at the Grimy Trader. |
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Sildaren Wanderer
Joined: 19 Jul 2001 Posts: 59 Location: Germany
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Posted: Tue Apr 30, 2002 11:18 am |
If you zMUD version does already have the #ONINPUT command (the current beta has it, but I'm not sure if it is implemented in v6.16),
then you can probably use a trigger to intercept all commands from commandline:
#ONINPUT {^(%*)$} {#GAG;#SENDPROMPT {"%1"};#SHOW %ansi(yellow)%1}
The gag prevents the command from being sent, so you can 'manually' deliver it to the mud with #SENDPR, and to the screen with #SHOW.
(for this to work you have to turn turned off Preferences->Emulation->Character Mode)
(only partially tested) |
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