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mastiff Newbie
Joined: 24 Jul 2003 Posts: 3
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Posted: Thu Jul 24, 2003 2:06 pm
v6.62 bug? |
Hello everyone,
I have done several searches for the problem I am experiencing but have not found anything, so I figured I would ask the question.
My setup using zmud 6.62 on Windows 2000.
Here is my issue:
I have built a runner if you will that run's between areas and then
kick's off a slow walk when it get's into the new area.
Everything works fine except my #SLOW command.
When, I get to a new area and the triggers sends #SLOW area1 nothing happens. I played around with it a lot ( reboot zmud, restart comp etc), and I tried to do it manually as well, and nothing happens when I type #SLOW area1.
Now, here is where it get's wierd, if I use the gui and click on the slow walk button for area1 it works just fine. All other slow walking commands work via command line aka #PAU, #STOP, #OK.
Can anyone please help me to get #SLOW working on the command line.
Thanks,
-Mastiff |
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DeathShadow Adept
Joined: 11 Nov 2000 Posts: 228 Location: USA
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Posted: Thu Jul 24, 2003 6:31 pm |
Greetings,
Have you set the strings that determine a successful slow walk? That can be found under the following menus: View --> Preferences --> General... --> Slow Walking |
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mastiff Newbie
Joined: 24 Jul 2003 Posts: 3
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Posted: Thu Jul 24, 2003 7:15 pm |
Hello,
I set the timeout value to 0, to always indicate a successful walk, do I need to set another setting to change a complete slow walk?
I did try to do #STOP which aborts the slow walk and then do #SLOW area1 and it still did not work on the command line.
Any other thoughts? |
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DeathShadow Adept
Joined: 11 Nov 2000 Posts: 228 Location: USA
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Posted: Thu Jul 24, 2003 8:40 pm |
Setting the timeout value to 0 will not make zmud assume a successful slow walk.
The way zmud figures out if it was successful is by triggering on something that happens when you move from a one room to another. And then sending the command #OK.
If you open you settings window, you will find a class named 'SlowWalk'. That is where you want to create the triggers. I have mine setup to the following for my mud.
#TRIGGER {^* ~[*~]$} {#OK} {SlowWalk}
That pattern will match a room that looks like this:
The dining hall [e]
Of course you might need to change it to fit your muds output. |
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Vijilante SubAdmin
Joined: 18 Nov 2001 Posts: 5182
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Posted: Thu Jul 24, 2003 9:46 pm |
If you are using the automapper the #OK trigger for slow walking is automatic. If you do not use the automapper you should either set a string in the slow walk preferences or create a trigger similar to DeathShadow's example. Also you should set the Timeout value up to a meaningful number.
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mastiff Newbie
Joined: 24 Jul 2003 Posts: 3
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Posted: Mon Jul 28, 2003 2:31 am |
I been playing around with this a lot, and I did something similiar to what you guys suggested with a trig that looks for the pattern ^*~(*~). and sends an #OK if this pattern is matched.
This work's like a charm, but here is the problem, and no matter what I try it doesnt work..
I have trigs to do #PAU when there is a monster in the room, problem
is the ^*~(*~). fires before I can #PAU, thus I never get to kill the monster. Any suggestions? There must be a way to give zmud a ok and still pause to kill some monsters and still continue on with your slow walk.
Thoughts? |
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Vijilante SubAdmin
Joined: 18 Nov 2001 Posts: 5182
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Posted: Mon Jul 28, 2003 11:33 am |
Select different text to trigger on, such that the #OK isn't done until after mobs are found to not be present.
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