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LazyPitbull Beginner
Joined: 15 Dec 2001 Posts: 19 Location: USA
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Posted: Sat Dec 15, 2001 10:12 am
Help with path or trigger? |
I'm not sure what section of zmud this belongs but I want to get to a destination super fast by typing just a word. The directions are 5n,open gate,4n,3,2n,open gate,2n,open silverdoor,7n,open door,n,close door, open secret,e,d,w,n. So where would I put this and how would it know how to open doors and stuff? I want to be able to go these directions by just typing travelers or some other simple thing. Thanks in advance :)
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iljhar GURU
Joined: 10 Oct 2000 Posts: 1116 Location: USA
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Posted: Sat Dec 15, 2001 10:36 am |
Well, you can just create an alias:
#alias travelers {.5n;open gate;.4n;3;.2n;open gate;.2n;open silverdoor;.7n;open door;n;close door;open secret;e;d;w;n}
The part in red, I think you meant to put a direction. If so, just put a period in front of the 3 and the direction after the 3: .3s or .3u or whatever.
Iljhar |
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Vijilante SubAdmin
Joined: 18 Nov 2001 Posts: 5182
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Posted: Sat Dec 15, 2001 10:45 am |
What you are looking to create is a path. The format for the example you gave would be:
.5n;open gate;.4n3?2n;open gate;.nn;open silverdoor;.7n;open door;.n;close door;open secret;.edwn
In the settings editor you would create a new path and put all that into the value field. Fill in the ? I put in there you forgot that dir in your example. Name your new path "travelers". Then when you want to walk there all you have to do is type ".travelers". Standard cautionary message though, that path contains 34 commands that will be sent to the mud all at once. You won't be able to do anything in between and many muds dump you off for flooding them that way. You avoid this by changing the send delay in your preferences, or going to the trouble of setting up the mapper and mapping out your mud. If you chose the second then you can do a slow walk which can be paused so you can kill something. Also you have the benefit of just naming a room and being able to walk to if from anywhere with ".NamedRoom". |
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Francezca Beginner
Joined: 09 Nov 2001 Posts: 11 Location: New Zealand
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Posted: Mon Dec 17, 2001 8:54 pm |
As I understand it you could not make the previous into a path because it would fail on
the commands like 'open gate'. To make this a path you would have to create new
directions such as 'o' for 'open gate' and substitute these into your path.
Perhaps this is why Jihar suggested it be made as an alias.
Fran |
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MattLofton GURU
Joined: 23 Dec 2000 Posts: 4834 Location: USA
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Posted: Tue Dec 18, 2001 12:38 am |
quote:
What you are looking to create is a path. The format for the example you gave would be:
.5n;open gate;.4n3?2n;open gate;.nn;open silverdoor;.7n;open door;.n;close door;open secret;.edwn
In the settings editor you would create a new path and put all that into the value field. Fill in the ? I put in there you forgot that dir in your example. Name your new path "travelers". Then when you want to walk there all you have to do is type ".travelers". Standard cautionary message though, that path contains 34 commands that will be sent to the mud all at once. You won't be able to do anything in between and many muds dump you off for flooding them that way. You avoid this by changing the send delay in your preferences, or going to the trouble of setting up the mapper and mapping out your mud. If you chose the second then you can do a slow walk which can be paused so you can kill something. Also you have the benefit of just naming a room and being able to walk to if from anywhere with ".NamedRoom".
Fran is right, but Directions are essentially aliases used exclusively by the PATH features. This means you are able to put code in them. For instance, if I'm sitting in a booth at a tavern (for simplicity's sake, let's assume that I always can get a particular booth), I can create a path to go from the booth to the bar, buy a drink, and go back to the booth.
li'l shmoe of Dragon's Gate MUD |
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