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geniusclown
Magician


Joined: 23 Apr 2003
Posts: 358
Location: USA

PostPosted: Sun Aug 22, 2004 1:45 am   

Automapper path error
 
The island city of Aesry Surlaenis'a (in DragonRealms) is built in an ancient inactive volcanoe, which has many stairs. Many, many stairs. Here's what it looks like:
Quote:
[Aesry Surlaenis'a, Staho Pivo'hrr'schu'Mus]
Gleaming like a pearl on blue velvet in the light, the thick cloud surrounding Eluned's temple stretches out thin tendrils of mist onto the Liva'an Chawalkas. A long flight of basalt steps leads down to the terrace surrounding the lake.
Obvious paths: south.
> climb steps
You begin climbing down the basalt steps.
> 5-10 second pause, unable to do any actions.
You continue climbing down the basalt steps.
> 5-10 second pause, unable to do any actions.
You continue climbing down the basalt steps.
> 5-10 second pause, unable to do any actions.
You continue climbing down the basalt steps.
> 5-10 second pause, unable to do any actions.
You reach the end of the basalt steps.
[Aesry Surlaenis'a, Staho Pivo'hrr'schu'Mus]
The red and white crushed shells of the staho end at the base of a long flight of basalt steps which lead to the next terrace. Several houses line the street, their dark stone columns holding up thick paper screens decorated with images of crashing waves.
Obvious paths: north.
>


I use the following trigger to tell the automapper's path (path calculated using the command "#WALK PuzzlesShop") what's going on:
Quote:
#TRIGGER {You begin climbing} {#PAUSE}
#COND {You reach the end of} {#STEP}


This works nearly flawless, except going up one set of stairs. Each set of stairs is set up identical in both directions. When the error occurs, this is what it looks like:
Quote:
[Aesry Surlaenis'a, Staho Lanahh'Mus]
Leading northward from the base of a flight of stone steps, the white and pink shell pathway curves around a large flowerbed. Several stone columns, each painted with a sweet-smelling substance that repells insects, rise around the flowers. A white marble bench stands across the street from the blossoms. You also see a tribunal guard.
Obvious paths: north.
> climb steps
You begin climbing up the stone steps.
> s
Slow walking paused
You can't go there.
> 5-10 second pause, unable to do any actions.
You continue climbing up the stone steps.
> 5-10 second pause, unable to do any actions.
You continue climbing up the stone steps.
> 5-10 second pause, unable to do any actions.
You continue climbing up the stone steps.
> 5-10 second pause, unable to do any actions.
You reach the end of the stone steps.
>w the next step in the automapper's path que after s
[Aesry Surlaenis'a, Staho Lanahh'Mus]
The light glints from the white shells of the pathway, as well as from the silverwood sculpture which grows from the middle of the street. Through the gaps between the houses, faint whisps of fog curl over the terrace below. A flight of stone steps leads downward.
Obvious paths: south.
You can't go there.
Slow walking aborted

It's happened a couple times (2%, I would guess - I walk this path a LOT) going down another flight of stairs, and occasionally works going up this one flight (more often on short paths from near the stairs than paths from across town).

Any ideas what I can look for in my settings and triggers that might cause this error?
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geniusclown
Magician


Joined: 23 Apr 2003
Posts: 358
Location: USA

PostPosted: Sun Aug 22, 2004 1:58 am   
 
Something to add. When this happens in Slow Walk, the little blue dot ("you are here") stays at the top of the stairs, even though it tries to send the direction as if it confirmed I arrived in the room just south of the stairs.
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luggage
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Joined: 20 Jul 2004
Posts: 38
Location: Australia

PostPosted: Sun Aug 22, 2004 11:43 am   
 
Hrm, I have something similar in my mud, it's a transport car. Basically, you enter the car, and pull the 'go' button, which sets the car off. a few secs later, the car stops and throws you out of the car. However, I use fast speedwalking, not slow, but you might get an idea from this... The text you see from the mud is as follows:

-=-=-=-=-=-=-
You climb into the car.
A small transit car.
>go
Automatic restraints wrap around you as the car leaps into the tube!
The dark tubes blur by the windows at incredible speed...
The car begins to slow down...
The car screeches to a halt! You're slammed against your restraints!

The transit car dumps you off!!!
Transit Car System. (e).

-=-=-=-=-=-=-

So what I did was to set a pause in the room 'A small transit car' and the following code in the room script:

#IF (%inwalk) {#TEMP {The transit car dumps you off!!!} {#STEP}} {#TEMP {The transit car dumps you off!!!} {#MOVE east}}

Basically this caters for if I am step walking with the numpad, or speedwalking with a #WALK command.


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