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Eyeless
Wanderer


Joined: 02 Dec 2001
Posts: 80
Location: Canada

PostPosted: Sat May 01, 2004 4:35 am   

Help with GSL codes
 
I'm trying to build a trigger off a gsl code, I was wondering how they work and how they update.:

#TRIGGER "haha" {Q} {
#IF (%gsl( Q)> %gsl( q)) {
#T+ Blah
#T- haha
#T+ hehe
} {}
} "" {gsl}

#CLASS {Blah} {disable}
#TRIGGER "hehe" {q} {
#IF (%gsl( q)> %gsl( Q)) {
#T- hehe
#T- Blah
#T+ haha
juggle ham
} {}
} "" {gsl|disable}
#CLASS 0

as you can see most of this is just test information... the triggers work. My problem is: it takes until some mud output is received before it updates (changing the trigger status.) Any ideas on how to get around this?
(Q is round time, q is real time. If Q is greater than q, you cannot do certain actions) What I want is: the second Q is less than q, triggers like these fire.
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LightBulb
MASTER


Joined: 28 Nov 2000
Posts: 4817
Location: USA

PostPosted: Sat May 01, 2004 6:45 pm   
 
It should be self-evident that gsl triggers are only evaluated (and therefore only fire) when text is received from the MUD. Actually, they are probably only evaluated when a gsl string is received.

To get around this set an alarm, which doesn't depend on receiving text. You can either calculate the time difference and use that to set a one-time alarm, or calculate the actual time (based on your computer's clock) that Q expires and use that to set a real-time alarm. If you choose the second, the final command in the alarm should probably be an #UNTRIGGER to remove it.

I'm not a Simutronics patron, so I can only provide concepts. You'll have to find the details yourself.
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