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mortie Wanderer
Joined: 26 Sep 2002 Posts: 73 Location: United Kingdom
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Posted: Sun Feb 15, 2004 10:36 pm
%pathfrom |
Hi,
I use the %pathfrom function to extract a certain speedwalk and initiate it via the command line instead of using the gui.
Before i upgraded to the beta version (prior was 6.62)
The pathfrom function would display the speedwalk like this
.run 2s4n;enter lighthouse;.se
I did a bit of data manipulation to add the extra run commands necessary and it worked fine.
In the beta version 6.67 the pathfrom function displays the speedwalk as
.run 2s4n;.(enter lighthouse)se
I was wondering why this has changed?
Not a problem as such as i can just manipulate the data some more to remove the brackets etc.
More out of curiosity
thanks |
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Kjata GURU
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Joined: 10 Oct 2000 Posts: 4379 Location: USA
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Posted: Mon Feb 16, 2004 1:20 pm |
There was a change to the way that the mapper internally handled non-direction commands which resulted in this.
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mortie Wanderer
Joined: 26 Sep 2002 Posts: 73 Location: United Kingdom
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Posted: Mon Feb 16, 2004 3:17 pm |
Thanks for the reply
I was just wondering if i was using the best method to extract the speedwalk
Is the pathfrom the correct function to use?
I have a alias which displays the vnums of the rooms that come up in my quick search
I then have an alias that does something like
runsub 3 - run to the room with this vnum
The vnum gets converted to the object id and then its put into the pathfrom function.
Should i be using something else?
Thanks |
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Kjata GURU
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Joined: 10 Oct 2000 Posts: 4379 Location: USA
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Posted: Mon Feb 16, 2004 4:16 pm |
If you are going to manipulate the paths, then that is the function to use.
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mortie Wanderer
Joined: 26 Sep 2002 Posts: 73 Location: United Kingdom
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Posted: Mon Feb 16, 2004 6:39 pm |
Ive also noticed that the translation of the speedwalk to the pathfrom is not axactly the same as if you doubled clicked the room via the gui.
For example
this is what i get from pathfrom
.2e2ne;.(enter lighthouse)s
once i manipulate the data the path will look like
run 2e2ne;enter lighthouse;s
The problem is there is a door south that needs to be opened
If you click the room from the map it does the open
run 2e2ne;enter lighthouse;open south;s
Any ideas why i might be getting that? |
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mortie Wanderer
Joined: 26 Sep 2002 Posts: 73 Location: United Kingdom
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Posted: Thu Feb 19, 2004 2:07 am |
Ive just upgraded to v7 and this problem still occurrs. Is this a bug?
This also occurrs with the %walk function. |
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Rainchild Wizard
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Joined: 10 Oct 2000 Posts: 1551 Location: Australia
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Posted: Thu Feb 19, 2004 2:35 am |
I don't know if it is a design decision or a bug but I'm getting the same problem with right clicking a room and using 'save path to room'. It doesn't insert the door commands in there (like move rubble, pull lever, open gate, etc).
Makes it annoying to quickly send a path to a friend who doesn't use the mapper, or to pasting paths into triggers for bot creation... |
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Zugg MASTER
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Joined: 25 Sep 2000 Posts: 23379 Location: Colorado, USA
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Posted: Fri Feb 20, 2004 1:33 am |
That is correct. Door commands are not added to those speedwalk commands because when you use a path, the mapper puts them back in for you. For example, if there is a door to the south and you just type:
.s
then the mapper will automatically send "open door" before it sends your "south" command to the MUD. If you did:
.(open door)s
then you'd end up with TWO open door commands sent to the MUD. So, that's why zMUD strips the door information from %pathfrom and %walk and "Save Path". Because it adds them back when you actually use the path later.
With the %walk command, there IS a new %walkfull function that returns the FULL speedwalk path, including door commands. But it's only for %walkfull...there isn't any equivalent for %pathfrom. |
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Rainchild Wizard
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Joined: 10 Oct 2000 Posts: 1551 Location: Australia
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Posted: Fri Feb 20, 2004 2:05 am |
Could the right-click "save path to room" option have a second option "save full path to room". I run my bot scripts with the mapper closed (and my friends don't even have maps) so I need the ability to get the door commands in there too
It appears that '%walkfull' isn't documented in the helpfiles so that's possibly why we haven't found it  |
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broadnax Beginner
Joined: 15 Oct 2000 Posts: 29 Location: USA
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Posted: Sat Feb 21, 2004 2:50 am |
I use #walk a lot, and i have key rooms named. So if I want to go somewhere i just type #walk <roomname>. Now that I have upgraded to 7.01, I've noticed that for some reason a direction sometimes isnt sent to the mud, and I dont reach my destination.
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