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Dariusknight Newbie
Joined: 18 Feb 2015 Posts: 2
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Posted: Wed Feb 18, 2015 9:03 am
Automapper not making new rooms |
Hi, I'm playing on a mud called Dragonball Z: The New World and I've tried to configure the automapper correctly, but as I move around, it's not adding new rooms to the map. Here's a sample of what the mud parses when I enter a new room (including prompt):
-=(CoU Space Station Energy Detection Center)=-
<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>
The Center of the Universe was first built using extremely advanced
technology, which has now become common among other space-travel vessels.
The entire space station was designed to mask any power signatures within
the space station. Recently, technology advanced even further, and
scientists figured out how to make certain areas immune to the signature
masking. This room is the first prototype of this new technology.
<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>
Exits: north east west.
- N -
W <---(+)---> E
- | -
An ATM machine
A magical keypad is here, waiting for the correct numbers to be entered
[Quest]The CoU Space Station: General Access guard monitors everyone entering the space station.
(500.0t)
A wise old man stands here, looking quite out of place.
(1000)
(LifeForce:<14,309> Ki:<2,157,638> Armor:<64,900>)
(PowerLevel:<1.380sept|49.67sept>)
Could someone help me set the automapper up so that it creates the rooms for me without me having to do it manually? |
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shalimar GURU
Joined: 04 Aug 2002 Posts: 4690 Location: Pensacola, FL, USA
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Posted: Wed Feb 18, 2015 12:23 pm |
Odds are you will need to create a few #TRIGGERs to help the mapper understand the way your mud displays rooms.
I find it best to keep the mapper in safe mode when mapping especially, it allows for the mapper commands to process the input to determine what happened, rather than just assuming success.
#TAG in specific is good for defining what part of a room a given line is
#OK, #NODIR, #NOMAP are all good for error proofing
#MOVE and #TELEPORT will shift your #LOCATION on the map (the you are here dot)
Be sure to reconfigure the mapper after making your #TRIGGERs
P.S. #HELP #NODIR will pull up the help file for the #NODIR command, works with all commands |
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_________________ Discord: Shalimarwildcat |
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Dariusknight Newbie
Joined: 18 Feb 2015 Posts: 2
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Posted: Wed Feb 18, 2015 12:46 pm |
shalimar wrote: |
Odds are you will need to create a few #TRIGGERs to help the mapper understand the way your mud displays rooms.
I find it best to keep the mapper in safe mode when mapping especially, it allows for the mapper commands to process the input to determine what happened, rather than just assuming success.
#TAG in specific is good for defining what part of a room a given line is
#OK, #NODIR, #NOMAP are all good for error proofing
#MOVE and #TELEPORT will shift your #LOCATION on the map (the you are here dot)
Be sure to reconfigure the mapper after making your #TRIGGERs
P.S. #HELP #NODIR will pull up the help file for the #NODIR command, works with all commands |
Oh boy... I'm definitely not a coder, is there a tutorial somewhere that could teach me how it works? I am a complete newbie at this. |
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shalimar GURU
Joined: 04 Aug 2002 Posts: 4690 Location: Pensacola, FL, USA
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Posted: Wed Feb 18, 2015 1:48 pm |
Try putting the mapper in safe made and re-configuring, that might be enough to get you started.
There is probably a detailed thread on the forums somewhere, but i was just about to turn in.
I will try to find one in the morning if you haven't already.
the #HELP files are the tutorial/manuel, complete with examples
here are a few #TRIGGERs to help you as well
#TRIGGER {Exits:} {#TAG Exit}
#TRIG {-=~((*)~)=-} {#TAG Name %1}
and because i dont particularly like ascii art in my maps
#TR {<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>} {#NOMAP} |
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_________________ Discord: Shalimarwildcat |
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