TonDiening GURU
Joined: 26 Jul 2001 Posts: 1958 Location: Canada
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Posted: Fri Mar 14, 2003 9:14 pm |
Depends on how your mud reacts.
You can manually #STEP through the path controling the #OK's. Useful to have something
that triggers a #PAUSE if you are attacked etc.
quote:
SLOW
Syntax: #SL path
Related: #STEP #STOP #OK #PAUSE
Executes the specified path in Slow Walking mode. In this mode, a single direction is sent to the MUD, then zMUD waits for confirmation before sending the next direction. Directions are confirmed with the #OK command, and aborted with #STOP. If a Slow Walk was aborted, it can be resumed with the #STEP command.
Change the timeout if you have a mud where it takes time to move from room one to room two. Seen this on LPC muds where you have an x,y,z coord system per room
quote:
Slow Walking
This Preferences page contains options that control how zMUD performs "slow walking". Most of these preferences are local to the current character.
Slow Walking is used to move from one location to another safely, either in conjunction with the Automapper, or using the #SLOW command.
Timeout aborts walk
Controls whether the Timeout value shown below is used to abort the slow walk, or to flag the walk as successful. Default is on (abort walk).
Timeout value
The amount of time to wait before aborting or completing a slow walk step. This value is in milliseconds, so one second is a value of 1000.
Lastly perhaps safewalking would work for you so they don't queue up commands:
quote:
Safe speedwalking is a special mapper version of slow walking. The mapper uses the first line of the room description (or the room name if your MUD doesn't have room descriptions) to determine if a walking step was successful. Basically, the mapper sends the first direction command, then waits for the matching room description. Then it sends the next movement command and waits for the room description again. The advantage of this method is that you are only moved on the map when you actually successfully move on the MUD.
Ton Diening |
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