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  Topic: Changing properties to all sessions simultaneously
Tharius

Replies: 1
Views: 1575

PostForum: CMUD General Discussion   Posted: Fri May 22, 2020 3:29 pm   Subject: Changing properties to all sessions simultaneously
I have more than 100 sessions and I would like to adjust the session properties.

For example change the number of lines of scroll back, set up the anti spam feature.

What is the simplest work fl ...
  Topic: Segregating Packages to the character they're attached to
Tharius

Replies: 3
Views: 2149

PostForum: CMUD General Discussion   Posted: Wed Apr 22, 2020 1:12 am   Subject: Segregating Packages to the character they're attached to
For years I've run with the single character single set of triggers style, but managing it across a horde of characters is time consuming and frustrating. So when I reinstalled I decided a structure ...
  Topic: CMUD Map Zone Export / Import Script
Tharius

Replies: 3
Views: 2863

PostForum: CMUD Beta Forum   Posted: Mon Apr 20, 2020 1:46 pm   Subject: CMUD Map Zone Export / Import Script
Thank you for sharing!
  Topic: Segregating Packages to the character they're attached to
Tharius

Replies: 3
Views: 2149

PostForum: CMUD General Discussion   Posted: Mon Apr 20, 2020 1:43 pm   Subject: Segregating Packages to the character they're attached to
In an effort to solve some corruption issues I've been setting my triggers into packages and associating them with different character sessions.

For example:

Mage
+ - generalTriggers
+ - mageT ...
  Topic: How to configure buttons in multiple tabs without corruption
Tharius

Replies: 4
Views: 2445

PostForum: CMUD General Discussion   Posted: Fri Feb 14, 2020 5:22 pm   Subject: How to configure buttons in multiple tabs without corruption
Sorry that it is unclear - I am using 2 separate sessions, with separate package files for the characters in question.



The issue is your approach.
While you can have a separate connection in j ...
  Topic: How to configure buttons in multiple tabs without corruption
Tharius

Replies: 4
Views: 2445

PostForum: CMUD General Discussion   Posted: Thu Feb 13, 2020 4:09 pm   Subject: How to configure buttons in multiple tabs without corruption
Hello everyone,

Suppose I'm simultaneously running 2 characters in separate tabs but I've placed them side by side. Each of these tabs have buttons whose label is being updated by triggers that ca ...
  Topic: Upgrade Option from CMud v3 to Cmud v3 pro
Tharius

Replies: 3
Views: 3672

PostForum: CMUD General Discussion   Posted: Tue Feb 26, 2019 4:56 am   Subject: Upgrade Option from CMud v3 to Cmud v3 pro
The upgrade reduction applied at check out, thank you for the info, I would have updated long ago if I had been aware of the option.
  Topic: Session menu - comments vs notes for "View -> Arrange -> By comments"
Tharius

Replies: 1
Views: 2196

PostForum: CMUD General Discussion   Posted: Sun Feb 03, 2019 3:58 pm   Subject: Session menu - comments vs notes for "View -> Arrange -> By comments"
When filling in the notes section of a character edit or using a command like "#call %charnotes("thief")" I can see the notes section update. When I attempt to use view->arrange->by comments I ...
  Topic: Upgrade Option from CMud v3 to Cmud v3 pro
Tharius

Replies: 3
Views: 3672

PostForum: CMUD General Discussion   Posted: Sun Feb 03, 2019 3:52 pm   Subject: Upgrade Option from CMud v3 to Cmud v3 pro
I have been using cmud for most of my game play and mushclient for most of my bots because of the ability to communicate with my external web hosted database services.

I'd be interested in moving c ...
  Topic: Setting Default Door name to direction if door name isn't set
Tharius

Replies: 1
Views: 3428

PostForum: CMUD General Discussion   Posted: Mon Oct 10, 2016 12:33 pm   Subject: Setting Default Door name to direction if door name isn't set
Hi everyone,

I would like to use the Map Properties -> Strings and Doors ->Default door name if %2 is not set to send the door direction if the name is not set. I.E. instead of door, put %1 ...
  Topic: Multiple Packages and avoiding corruption
Tharius

Replies: 0
Views: 2381

PostForum: CMUD General Discussion   Posted: Fri Aug 02, 2013 1:04 am   Subject: Multiple Packages and avoiding corruption
I'm trying to organize my triggers, aliases and such into packages but I'm dong a fairly good job of corrupting things.

I'd like: char1.pkg, char2,pkg .. charN.pkg, Realms.pkg

Then each characte ...
  Topic: Gauges and Packages
Tharius

Replies: 1
Views: 3017

PostForum: CMUD General Discussion   Posted: Fri Aug 02, 2013 12:58 am   Subject: Gauges and Packages
I've had a frustrating day today. I tried to move my general triggers into their own package and keep only the character specific things in the per character package files.

The first thing this di ...
  Topic: Detecting combat before moving in trigger or detecting non-movement
Tharius

Replies: 7
Views: 9007

PostForum: CMUD General Discussion   Posted: Mon May 20, 2013 2:06 pm   Subject: Detecting combat before moving in trigger or detecting non-movement
Ok to simplify things I went back to a fresh install of zmud and started from there, since it is fairly stable here.

Fast walking seems to work quite well (I just issue a #WALK @roomname after ever ...
  Topic: Frequent crahses, pkg corruption and a lot of processing on window rearranging
Tharius

Replies: 0
Views: 2540

PostForum: CMUD General Discussion   Posted: Mon May 20, 2013 12:06 pm   Subject: Frequent crahses, pkg corruption and a lot of processing on window rearranging
Hi everyone,

I'm running Cmud 3.34 on a i7-3610 laptop with 8 gig ram under windows 8.

If I load 8 multiple sessions I start to notice that moving the window tabs will frequently cause Cmud to c ...
  Topic: Detecting combat before moving in trigger or detecting non-movement
Tharius

Replies: 7
Views: 9007

PostForum: CMUD General Discussion   Posted: Mon May 20, 2013 11:55 am   Subject: Detecting combat before moving in trigger or detecting non-movement
Have you tried configuring the mapper?
That usually is enough to get most games started.
But sometimes triggers are needed to fire off the #TAG commands, to define what part of the room is being dis ...
  Topic: Detecting combat before moving in trigger or detecting non-movement
Tharius

Replies: 7
Views: 9007

PostForum: CMUD General Discussion   Posted: Mon May 20, 2013 12:52 am   Subject: Detecting combat before moving in trigger or detecting non-movement
If it matters ... I am not using the automapper ... empty map... I delete it when I see it...

I can create a map but for now I know the path I want.
  Topic: Detecting combat before moving in trigger or detecting non-movement
Tharius

Replies: 7
Views: 9007

PostForum: CMUD General Discussion   Posted: Mon May 20, 2013 12:51 am   Subject: Detecting combat before moving in trigger or detecting non-movement
I have spent most of today trying to get speed walking to work, frustratingly no success as yet.

I find that #SLOW .whatever does not wait for me to issue a #OK, ignores me if I do and that #PAUSE ...
  Topic: Detecting combat before moving in trigger or detecting non-movement
Tharius

Replies: 7
Views: 9007

PostForum: CMUD General Discussion   Posted: Thu May 16, 2013 6:40 pm   Subject: Detecting combat before moving in trigger or detecting non-movement
Alternately, is there a way to keep using the speed walker but have it execute a command before the move?

In this way I could set up a trigger that sets a timer and looks for an Exits: line within ...
  Topic: Detecting combat before moving in trigger or detecting non-movement
Tharius

Replies: 7
Views: 9007

PostForum: CMUD General Discussion   Posted: Thu May 16, 2013 6:09 pm   Subject: Detecting combat before moving in trigger or detecting non-movement
Hi everyone,

I'm fighting with an edge case that's driving me a little batty.

[MUD OUTPUT]
Mycharacter is not fighting (42/42h 92m |neutral||2,659|S-)
Thieves East Cage
Exits: west
The hea ...
  Topic: Avalon: nickname generator
Tharius

Replies: 1
Views: 9212

PostForum: Finished MUD Scripts   Posted: Fri May 10, 2013 1:26 pm   Subject: Thanks!
Made a few minor modifications to the array definitions using %array and commas between elements, but otherwise still a useful script.

Thanks!
 
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