I am attempting to set up some buttons at the top of my window for slow walking. The bottons themselves work, however clumbsily. My issue is with the bloody "Sorry, you may only type ahead 2 commands." or "You can't go there". I have a GSL trigger that goes off of the end of the "Obvious exits" messaging (q). It then sends the #OK command.
For some reason this does not work. I do not wish to use the mapper. All I want to do is set up some basic paths for mostly interprovincial travel.
"Procrastination isn't the problem, it's the solution. So procrastinate now, dont put it off."
- Ellen DeGeneres
Slow walk and paths on 03/18/2006 11:05 PM CST
Re: Slow walk and paths on 03/19/2006 12:37 AM CST
Why don't you want to use the mapper? It makes things a ton easier once you have it mapped out.
J'Lo, no that other one
The Manipulation List -- http://symphaena.com/index.html
J'Lo, no that other one
The Manipulation List -- http://symphaena.com/index.html
Re: Slow walk and paths on 03/19/2006 03:06 AM CST
You know, I've completely forgotten why I do not want to use the mapper. Perhaps it was lazyness. Maybe I was having difficulty setting it up. Perhaps a combination of the two.
I used to have a couple of folks on my Trillian that used zmud for DR but I think those people have since stopped using it and have therefor been taken off of my list.
"Procrastination isn't the problem, it's the solution. So procrastinate now, dont put it off."
- Ellen DeGeneres
I used to have a couple of folks on my Trillian that used zmud for DR but I think those people have since stopped using it and have therefor been taken off of my list.
"Procrastination isn't the problem, it's the solution. So procrastinate now, dont put it off."
- Ellen DeGeneres
Re: Slow walk and paths on 03/19/2006 10:46 AM CST
In 7.21, it's already set up for Simu compatibility with a minor exception or two. Just run the auto-configurator. Then, go to the Configuration Settings menu and make sure the following is selected/filled in:
Room Name
Room Description
Description Start Line = 1
Room Description Changes
Room Exits
Exits Start Line = 3
Exit line contains key
Exit line keyword = Obvious
In the Strings and Doors category, it's easier just to remove the open/unlock commands entirely but if you want to try using them you need to replace %1 with %2.
Speedwalking needs to be set on SLOW, with Auto step confirmation being set to Match Room Name. All that other stuff is optional and basically only affects the map itself rather than how it maps.
Outside of the mapper, it's a great idea to go to Slow Walking preferences and set the timeout value to 60000 (one minute in milliseconds). This is the length of time that ZMud waits before it determines that you had a problem and aborts the walk, and 1 minute is more than enough to handle scripted links like the road to Ker'Leor, the various aesry-like steps, or the entrance to that shrine thingie out Shard's west gate with the black and white arches, but I think you may need to create triggers for all those messages.
You will also need triggers for RT-based movement like swimming, failed escaping, heavily hindered climbing, or effects like in the Lake of Dreams.
J'Lo, no that other one
The Manipulation List -- http://symphaena.com/index.html
Room Name
Room Description
Description Start Line = 1
Room Description Changes
Room Exits
Exits Start Line = 3
Exit line contains key
Exit line keyword = Obvious
In the Strings and Doors category, it's easier just to remove the open/unlock commands entirely but if you want to try using them you need to replace %1 with %2.
Speedwalking needs to be set on SLOW, with Auto step confirmation being set to Match Room Name. All that other stuff is optional and basically only affects the map itself rather than how it maps.
Outside of the mapper, it's a great idea to go to Slow Walking preferences and set the timeout value to 60000 (one minute in milliseconds). This is the length of time that ZMud waits before it determines that you had a problem and aborts the walk, and 1 minute is more than enough to handle scripted links like the road to Ker'Leor, the various aesry-like steps, or the entrance to that shrine thingie out Shard's west gate with the black and white arches, but I think you may need to create triggers for all those messages.
You will also need triggers for RT-based movement like swimming, failed escaping, heavily hindered climbing, or effects like in the Lake of Dreams.
J'Lo, no that other one
The Manipulation List -- http://symphaena.com/index.html
Re: Slow walk and paths on 03/19/2006 10:47 PM CST
Re: Slow walk and paths on 03/20/2006 02:57 AM CST
Re: Slow walk and paths on 03/20/2006 04:03 AM CST
Re: Slow walk and paths on 03/20/2006 07:23 AM CST
OK, I've done the town of riverhaven, out Riverhavens north gate, out the east gate to the deer trail, the NTR to and including Crossing, Arthe Dale, and out Crossings West gate to the Clans (not including knife clan).
My problem is (my brain is running out of steam) that in the rooms that I come accross that give a roundtime, it screws things up. For example, the goblin brook and the lava flow. I plan to do down to and including Leth Deriel but am antisipating a problem at the web.
I do not know exactly how to set up triggers (or where to put them) in order to contermand these situations.
I have a very young (Circle 4) trader that is going to use these maps purely for travel. Triggering for that would seem to be no problem. I've set up two different slow walk classes. One for standart slow walk with two triggers that go off of the Obvious Exits or Obvious Paths messages. I plan to simply turn that class off and turn on the other class that will contain a trigger that goes off of the messaging for my pack mule following me.
Ok, I lost myself somewhere. I will let the post sit as is. It's time for bed anyways.
Safe paths and thank you for any advice/assistance.
"Procrastination isn't the problem, it's the solution. So procrastinate now, dont put it off."
- Ellen DeGeneres
My problem is (my brain is running out of steam) that in the rooms that I come accross that give a roundtime, it screws things up. For example, the goblin brook and the lava flow. I plan to do down to and including Leth Deriel but am antisipating a problem at the web.
I do not know exactly how to set up triggers (or where to put them) in order to contermand these situations.
I have a very young (Circle 4) trader that is going to use these maps purely for travel. Triggering for that would seem to be no problem. I've set up two different slow walk classes. One for standart slow walk with two triggers that go off of the Obvious Exits or Obvious Paths messages. I plan to simply turn that class off and turn on the other class that will contain a trigger that goes off of the messaging for my pack mule following me.
Ok, I lost myself somewhere. I will let the post sit as is. It's time for bed anyways.
Safe paths and thank you for any advice/assistance.
"Procrastination isn't the problem, it's the solution. So procrastinate now, dont put it off."
- Ellen DeGeneres
Re: Slow walk and paths on 03/20/2006 02:55 PM CST
>>I do not know exactly how to set up triggers (or where to put them) in order to contermand these situations.
There are 6 places you can put triggers and other settings specifically for the mapper or any of its component levels (map scripts, zone scripts, or room scripts), but these are purely for ease-of-use rather than any hard placement requirement (in other words, you could put these scripts anywhere in your settings file).
1)Room Properties window (in mapper), Text tab, Room Script tab
These appear in the System|_MapperRoom folder
2)Room Properties window (in mapper), Text tab, Walk Script tab
These appear in the System|_MapperWalk folder and are for when you walk into the room.
3)Configuration Settings (mapper), Map Script
These scripts will appear in the System|_MapperAll folder (for always active map scripts) or the System|_MapperExplore folder (for map mode stuff).
4)Configuration Settings (mapper), Zone Script
The Always Active portion's scripts will appear in the System|_ZoneAll class folder and will be active as long as the mapper is not in Off mode. Scripts are automatically handled as you cross zone boundaries. The Explore mode portion will appear in the System|_ZoneExplore folder, and will only be active in Map mode (that's the button that has the little swath of room icons and the pencil).
5)System|AutomapperAll class
This folder is for any always-on mapping/movement scripts that affect how the automapper operates. For instance, anything that requires a #NODIR could be placed in this folder.
6)System|Automapper class
This class is only enabled for mapping mode. Triggers and whatnot that pertain to mapping (ie, room creation, coloring, etc) could go here.
J'Lo, no that other one
The Manipulation List -- http://symphaena.com/index.html
There are 6 places you can put triggers and other settings specifically for the mapper or any of its component levels (map scripts, zone scripts, or room scripts), but these are purely for ease-of-use rather than any hard placement requirement (in other words, you could put these scripts anywhere in your settings file).
1)Room Properties window (in mapper), Text tab, Room Script tab
These appear in the System|_MapperRoom folder
2)Room Properties window (in mapper), Text tab, Walk Script tab
These appear in the System|_MapperWalk folder and are for when you walk into the room.
3)Configuration Settings (mapper), Map Script
These scripts will appear in the System|_MapperAll folder (for always active map scripts) or the System|_MapperExplore folder (for map mode stuff).
4)Configuration Settings (mapper), Zone Script
The Always Active portion's scripts will appear in the System|_ZoneAll class folder and will be active as long as the mapper is not in Off mode. Scripts are automatically handled as you cross zone boundaries. The Explore mode portion will appear in the System|_ZoneExplore folder, and will only be active in Map mode (that's the button that has the little swath of room icons and the pencil).
5)System|AutomapperAll class
This folder is for any always-on mapping/movement scripts that affect how the automapper operates. For instance, anything that requires a #NODIR could be placed in this folder.
6)System|Automapper class
This class is only enabled for mapping mode. Triggers and whatnot that pertain to mapping (ie, room creation, coloring, etc) could go here.
J'Lo, no that other one
The Manipulation List -- http://symphaena.com/index.html
Re: Slow walk and paths on 03/20/2006 04:30 PM CST
Re: Slow walk and paths on 03/21/2006 04:25 AM CST
Seems that this may take more time and screwing things up than I thought.
I tried a few things and then got it in my head to attempt to get a trigger for my traders mule walking. No dice.
I'm off to go beat my head against the keyboard some more. Maybe I can happen upon a solution like all those monkeys. :p
"Procrastination isn't the problem, it's the solution. So procrastinate now, dont put it off."
- Ellen DeGeneres
I tried a few things and then got it in my head to attempt to get a trigger for my traders mule walking. No dice.
I'm off to go beat my head against the keyboard some more. Maybe I can happen upon a solution like all those monkeys. :p
"Procrastination isn't the problem, it's the solution. So procrastinate now, dont put it off."
- Ellen DeGeneres
Re: Slow walk and paths on 03/21/2006 05:17 PM CST
There are two ways to deal with room RTs when mapping
1.) manually add in the rooms that give Roundtime after the round time goes away
2.) modify your #ok trigger to wait for the round time before sending the #ok to zmud.
I am assuming you have a system in place to deal with roundtime, so I'll just give you my solution and you can alter it based on your settings
triggering off the line: Obvious %*~:
#while (@roundtime){#wait 100}
#ok
@roundtime for me is a numerical value which counts down every second and starts at whatever my max roundtime was.
if you need any help coding anything for Zmud I've gotten DR pretty much figured out on it so feel free to mail me and I'll help you out.
1.) manually add in the rooms that give Roundtime after the round time goes away
2.) modify your #ok trigger to wait for the round time before sending the #ok to zmud.
I am assuming you have a system in place to deal with roundtime, so I'll just give you my solution and you can alter it based on your settings
triggering off the line: Obvious %*~:
#while (@roundtime){#wait 100}
#ok
@roundtime for me is a numerical value which counts down every second and starts at whatever my max roundtime was.
if you need any help coding anything for Zmud I've gotten DR pretty much figured out on it so feel free to mail me and I'll help you out.
Re: Slow walk and paths on 03/21/2006 05:32 PM CST
>>#while (@roundtime){#wait 100}
Very bad idea. Use #alarm or at least a wait-state. #WAIT actually pauses trigger execution in general, not just the trigger it appears in. It's like creating your own lag.
J'Lo, no that other one
The Manipulation List -- http://symphaena.com/index.html
Very bad idea. Use #alarm or at least a wait-state. #WAIT actually pauses trigger execution in general, not just the trigger it appears in. It's like creating your own lag.
J'Lo, no that other one
The Manipulation List -- http://symphaena.com/index.html
Re: Slow walk and paths on 03/21/2006 07:45 PM CST
I do have a trigger for my RT gauge that uses @roundtime. I also have a trigger that takes the value in a roundtime and adds 1 to it. I use this in my alarms so that I do not get that annoying ...wait x seconds message.
#TRIGGER {^Roundtime~:%s&rt [sec~.|seconds]} {#ADD rt 1}
As for my #ok I have:
#TRIGGER {^Obvious paths} {#OK}
Now this works great for normal things like running around town or to the local hunting area but like I stated before, it is horrid for going through such areas as the Goblin brook or the laval fields.
Would something like the following be workable?
#while (@roundtime)(#alarm +@rt (#ok)) ?
I am also looking to make a trigger that will work with my traders pulling a mule around. I tried something like
#trigger (Your %w mule)(#ok)
while dissabling the normal "Obvious paths" trigger but that did not want to work for some reason. It could be that I had them in the wrong location but somehow I do not think so.
Also, in order for the #while trigger to work correctly, won't I have to somehow countermand the "obvious paths" trigger?
"Procrastination isn't the problem, it's the solution. So procrastinate now, dont put it off."
- Ellen DeGeneres
#TRIGGER {^Roundtime~:%s&rt [sec~.|seconds]} {#ADD rt 1}
As for my #ok I have:
#TRIGGER {^Obvious paths} {#OK}
Now this works great for normal things like running around town or to the local hunting area but like I stated before, it is horrid for going through such areas as the Goblin brook or the laval fields.
Would something like the following be workable?
#while (@roundtime)(#alarm +@rt (#ok)) ?
I am also looking to make a trigger that will work with my traders pulling a mule around. I tried something like
#trigger (Your %w mule)(#ok)
while dissabling the normal "Obvious paths" trigger but that did not want to work for some reason. It could be that I had them in the wrong location but somehow I do not think so.
Also, in order for the #while trigger to work correctly, won't I have to somehow countermand the "obvious paths" trigger?
"Procrastination isn't the problem, it's the solution. So procrastinate now, dont put it off."
- Ellen DeGeneres
Re: Slow walk and paths on 03/21/2006 09:14 PM CST
>>#while (@roundtime)(#alarm +@rt (#ok)) ?
No, not this way, else you'll litter lots (as in hundreds, if you don't crash before then) of temporary alarms in your settings that will all send an #OK command when their specific intervals are up. This could seriously booger up your speedwalking.
Instead, I'd use #IF. If it evaluates to true, set up the temp alarm; if it evaluates to false, either send a simple #OK or set up a +1 second alarm and send it there.
J'Lo, no that other one
The Manipulation List -- http://symphaena.com/index.html
No, not this way, else you'll litter lots (as in hundreds, if you don't crash before then) of temporary alarms in your settings that will all send an #OK command when their specific intervals are up. This could seriously booger up your speedwalking.
Instead, I'd use #IF. If it evaluates to true, set up the temp alarm; if it evaluates to false, either send a simple #OK or set up a +1 second alarm and send it there.
J'Lo, no that other one
The Manipulation List -- http://symphaena.com/index.html
Re: Slow walk and paths on 03/21/2006 10:00 PM CST
Ok, this map thing is annoying me. I think I will just manualy trudge through the RT areas.
However, I do want to set it up properly so that my trader can at least do normal travel with her mule. I can still manualy go through the RT rooms but the ones that work properly with the Obvious paths are the ones I would like to semi automate. (Not so that I can AFK script mind you-- I'm much too paranoid for that).
"I grew up in Europe, where the history comes from."
- Eddie Izzard
However, I do want to set it up properly so that my trader can at least do normal travel with her mule. I can still manualy go through the RT rooms but the ones that work properly with the Obvious paths are the ones I would like to semi automate. (Not so that I can AFK script mind you-- I'm much too paranoid for that).
"I grew up in Europe, where the history comes from."
- Eddie Izzard
Re: Slow walk and paths on 03/21/2006 10:04 PM CST
I neglected to ask this in the last post. Would I put this #IF statement in as a zone script? If so, would something like the following be feasable? (that is considering I figure out the syntax.)
IF @guild=trader and @mule=yes then #Trigger {Your blabla mule} (#ok) else (#ok) ?
How would I go about doing something like this?
"I grew up in Europe, where the history comes from."
- Eddie Izzard
IF @guild=trader and @mule=yes then #Trigger {Your blabla mule} (#ok) else (#ok) ?
How would I go about doing something like this?
"I grew up in Europe, where the history comes from."
- Eddie Izzard
Re: Slow walk and paths on 03/21/2006 10:06 PM CST
>>IF @guild=trader and @mule=yes then #Trigger {Your blabla mule} (#ok) else (#ok)
That should read as
IF @guild=trader and @mule=yes then #Trigger {Your blabla mule} (#ok) else #trigger ^Obvious paths (#ok)
What I wouldn't give for the ability to edit your own posts.
"I grew up in Europe, where the history comes from."
- Eddie Izzard
That should read as
IF @guild=trader and @mule=yes then #Trigger {Your blabla mule} (#ok) else #trigger ^Obvious paths (#ok)
What I wouldn't give for the ability to edit your own posts.
"I grew up in Europe, where the history comes from."
- Eddie Izzard
Re: Slow walk and paths on 03/24/2006 04:45 PM CST
The problem may very well lie in your timeout length on the slow walk settings
View->Preferances->General->Slow Walk
You can check off the aborting slow walk option and that should fix you, or you can just increase the delay that it allows, the only problem with either of those is that the abort feature is actually nice if you have lots of lag.
As for the #while pausing all your triggers, its usually not necessary for your triggers to be fireing while your in RT but if you really wanted to use #alarm
#if(@roundtime) {#alarm @roundtime (#ok)}
would probably work, though I haven't tested it since I just go ahead and use the #while command to keep me from worrying about it shrug
View->Preferances->General->Slow Walk
You can check off the aborting slow walk option and that should fix you, or you can just increase the delay that it allows, the only problem with either of those is that the abort feature is actually nice if you have lots of lag.
As for the #while pausing all your triggers, its usually not necessary for your triggers to be fireing while your in RT but if you really wanted to use #alarm
#if(@roundtime) {#alarm @roundtime (#ok)}
would probably work, though I haven't tested it since I just go ahead and use the #while command to keep me from worrying about it shrug
Re: Slow walk and paths on 03/24/2006 04:51 PM CST
Re: Slow walk and paths on 03/24/2006 10:53 PM CST
Disregard everything that Garmana1 says in posts #232 and #233. Regardless of the way it came to be, everything he wrote is 100% wrong and has been confirmed as such by Zugg and the ZMud Gurus at zuggsoft.com. Also by Wizards such as, well, me.
1)#WHILE doesn't do any type of pausing, period.
2)#WAIT forces a pause (it works exactly like WAIT in the simutronics language). Inside a trigger, it not only stops that trigger process but also stops EVERY trigger active in memory for the duration of the #WAIT. #WAIT in a trigger behaves exactly the same as game lag when it occurs (ie, the x:30 lag), except that #WAIT allows you to specify the duration.
3)while in RT, game messages can and do occur. Being able to trigger on them is a boon, and allows for more flexible and powerful scripting.
4)Zscript does not maintain a difference between == and =. Both mean the same thing, and shouldn't cause any sort of difference in your scripts. That said, it's always a good idea to use proper syntax and == is not proper syntax.
5)there is no else statement in ZMud. The correct syntax for the #IF command is thus and has no variation (other than the fact that an empty false-condition codeblock is purely optional):
#IF (condition) {true} {false}
Furthermore, there are no bugs whatsoever associated with either the #IF command or the %if() function.
J'Lo, no that other one
The Manipulation List -- http://symphaena.com/index.html
1)#WHILE doesn't do any type of pausing, period.
2)#WAIT forces a pause (it works exactly like WAIT in the simutronics language). Inside a trigger, it not only stops that trigger process but also stops EVERY trigger active in memory for the duration of the #WAIT. #WAIT in a trigger behaves exactly the same as game lag when it occurs (ie, the x:30 lag), except that #WAIT allows you to specify the duration.
3)while in RT, game messages can and do occur. Being able to trigger on them is a boon, and allows for more flexible and powerful scripting.
4)Zscript does not maintain a difference between == and =. Both mean the same thing, and shouldn't cause any sort of difference in your scripts. That said, it's always a good idea to use proper syntax and == is not proper syntax.
5)there is no else statement in ZMud. The correct syntax for the #IF command is thus and has no variation (other than the fact that an empty false-condition codeblock is purely optional):
#IF (condition) {true} {false}
Furthermore, there are no bugs whatsoever associated with either the #IF command or the %if() function.
J'Lo, no that other one
The Manipulation List -- http://symphaena.com/index.html
Re: Slow walk and paths on 03/27/2006 03:56 AM CST