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mortie
Wanderer


Joined: 26 Sep 2002
Posts: 73
Location: United Kingdom

PostPosted: 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


Joined: 10 Oct 2000
Posts: 4379
Location: USA

PostPosted: 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

PostPosted: 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


Joined: 10 Oct 2000
Posts: 4379
Location: USA

PostPosted: 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

PostPosted: 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

PostPosted: 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


Joined: 10 Oct 2000
Posts: 1551
Location: Australia

PostPosted: 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


Joined: 25 Sep 2000
Posts: 23379
Location: Colorado, USA

PostPosted: 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


Joined: 10 Oct 2000
Posts: 1551
Location: Australia

PostPosted: 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 Smile

It appears that '%walkfull' isn't documented in the helpfiles so that's possibly why we haven't found it Smile
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broadnax
Beginner


Joined: 15 Oct 2000
Posts: 29
Location: USA

PostPosted: 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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