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awagle Newbie
Joined: 01 Feb 2002 Posts: 2
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Posted: Fri Feb 01, 2002 1:07 pm
Several triggers with identical patterns |
I am using ZMUD v. 6.16.
Unlike older version, I am now experiencing problems with those of my triggers that have identical patters.
For example: I would like "says to you" to activate a color-trigger, a sound trigger, a reply-"say Sorry, I am busy at the moment"-trigger, etc. I have put the triggers in carious classes, to be able to easily switch the different set of triggers, variables, etc on and off.
The problem I am experiencing with v. 6.16, is that only one of such triggers will work.
Is it possible to have several triggers with identical patterns in version 6.16 that can function simultaniously, and if so, what should I do to make this work?
I would really appreceate some help on this one!
Wag |
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dacheeba Adept
Joined: 29 Oct 2001 Posts: 250
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Posted: Fri Feb 01, 2002 3:55 pm |
instead of making multiple trigers to fire on the same pattern, try putting all the things you want the triggers to do in one trigger like this:
#TR {says to you} {#CW red;#PLAY start.wav;say Sorry, I am busy at the moment.}
The ; will seperate the diferent commands and exexute them all when you recieve the pattern.
Hope that helps
dacheeba |
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Morpheus Newbie
Joined: 01 Feb 2002 Posts: 8 Location: Norway
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Posted: Fri Feb 01, 2002 5:11 pm |
I have the same problem as Wag. And the ";" is usefull at times, but not allways. There might be times when you do not want to execuse all the command connected to the pattern, but say only 2 of 4.
With each trigger with same pattern in 4 different classes you can then easily choose what classes to enable and thus pick of the commands you want. If it worked as I wanted it to that is.
Morph
Morph |
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Kjata GURU
Joined: 10 Oct 2000 Posts: 4379 Location: USA
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Posted: Fri Feb 01, 2002 6:20 pm |
I don't have zMUD 6.16 with me but I can say that in the latest version (6.26 - which is still beat by the way) this works with no problems. perhaps this is a bug that was fixed in later version, perhaps it is something else that is wrong.
Theoretically, it should be possible to have as many triggers as you want with the same pattern and they should all fire.
About what Morpheus said, an #IF statement would help in this case. Example:
#TRIGGER {some pattern} {#IF (@somevar = 1) {do something} {do something else}}
Kjata |
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LightBulb MASTER
Joined: 28 Nov 2000 Posts: 4817 Location: USA
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Posted: Fri Feb 01, 2002 6:29 pm |
Yes, it's possible to have several triggers with identical patterns and have all of them work. I just created 3 triggers, each in a separate class for "says to you", one did a #CW, one a #BEEP, and one a #SAY. They all worked and I didn't have to do anything special.
LightBulb
All scripts untested unless otherwise noted |
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horks Apprentice
Joined: 20 Jul 2001 Posts: 127 Location: USA
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Posted: Sun Feb 03, 2002 4:37 am |
I've never had this problem, so I can't tell you if it's with 6.16, or your computer. However here is a simple solution, that should give you all of the same functionality.
Like what dacheeba suggested, put them all into one trigger. If you don't want them all to go off at the same time, put a couple #if commands in there, and set some variables up like switches.
Here's my attempt at an example:
TRIGGER: says to you
VALUE:
#IF (@colortext="on") {#CW red}
#IF {@playwav="on") {#PLAY start.wav}
#IF (@afkreply="on") {say Sorry, I am busy at the moment.}
You'll have to change the vars ON and OFF, but you can write a nice little alias to do this for you, so everything stays nice and clean on the frontend. Another attempt at an example:
ALIAS: saystate
VALUE:
#IF (%1=color) {#var colortext %2}
#IF (%1=play) {#var playwav %2}
#IF (%1=afk) {#var afkreply %2}
This alias would allow you to simply type 'saystate color on' and it would work similar to your trigger that would color 'says to you' lines ... you could type 'saystate play on' and it would work like your trigger to play sounds ... or you could turn on or off all of the switches, and they would all be on or off.
Hope that helps, and doesn't confuse you more
Horks
ADDED:
Heh, I only now noticed this is what Kjata already suggested. Oh well, instead of deleting this reply, I'll leave it, as it's a better description of how to do it. |
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