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  Topic: [3.12] delay on the #ok command?
herme

Replies: 5
Views: 3309

PostForum: CMUD Beta Forum   Posted: Sun Jan 03, 2010 7:06 pm   Subject: [3.12] delay on the #ok command?
I'm using #ok only because I've had tons of problems with #step. #ok was the only thing that I could use with some reliability. It was a while ago since I was experimenting around with them though, so ...
  Topic: [3.12] delay on the #ok command?
herme

Replies: 5
Views: 3309

PostForum: CMUD Beta Forum   Posted: Mon Dec 28, 2009 1:22 pm   Subject: [3.12] delay on the #ok command?
That's the only part that sends the massacre command. I realize now it wasn't clear but the 'm @targets' part is the massacre command. I'll edit my original post as well.
  Topic: [3.12] delay on the #ok command?
herme

Replies: 5
Views: 3309

PostForum: CMUD Beta Forum   Posted: Mon Dec 28, 2009 12:27 pm   Subject: [3.12] delay on the #ok command?
I've made a script that follows a path and tries to massacre a target in each room it enters, and if it cannot find any targets it continues on the path with the #ok command. The problem I have is tha ...
  Topic: [3.10a] Possible bug with clickable urls and win7
herme

Replies: 0
Views: 2879

PostForum: CMUD Beta Forum   Posted: Wed Oct 07, 2009 9:32 pm   Subject: [3.10a] Possible bug with clickable urls and win7
I've been having this weird problem with cmud for a couple of weeks now since I installed win7 where cmud will sort of freeze at random times. It will stop responding and use up 50% (1 core) of my cpu ...
  Topic: [3.10a] rod.dbm is not a valid SQLite database.
herme

Replies: 4
Views: 3360

PostForum: CMUD Beta Forum   Posted: Fri Aug 14, 2009 11:03 am   Subject: [3.10a] rod.dbm is not a valid SQLite database.
I don't know if it's relevant but I just realized my entire mapfile is now filled with only blank spaces.
  Topic: [3.10a] rod.dbm is not a valid SQLite database.
herme

Replies: 4
Views: 3360

PostForum: CMUD Beta Forum   Posted: Wed Aug 12, 2009 3:46 pm   Subject: [3.10a] rod.dbm is not a valid SQLite database.
I was going to send my map file to a friend, but wasn't sure which file I was currently using so I went to file in the mapper to save it. Apparently I saved it to the map file I was currently using an ...
  Topic: [3.08] Having trouble getting trigger to recognize a number
herme

Replies: 4
Views: 3289

PostForum: CMUD Beta Forum   Posted: Wed Jul 15, 2009 8:36 pm   Subject: [3.08] Having trouble getting trigger to recognize a number
Thank you, that worked wonders! :)
  Topic: [3.08] Having trouble getting trigger to recognize a number
herme

Replies: 4
Views: 3289

PostForum: CMUD Beta Forum   Posted: Wed Jul 15, 2009 7:29 pm   Subject: [3.08] Having trouble getting trigger to recognize a number
Yeah, I want it to match either a potiontype or a number, as long as it matches one of them. Any number is fine but only one of the potiontypes for 'words'.
  Topic: [3.08] Having trouble getting trigger to recognize a number
herme

Replies: 4
Views: 3289

PostForum: CMUD Beta Forum   Posted: Wed Jul 15, 2009 6:15 pm   Subject: [3.08] Having trouble getting trigger to recognize a number

pattern: (%w) says loudly*"brew (*)"

#loop %numwords(%2) {
#if (%ismember(%word(%2,%i),{@potiontypes|%d})) {
#e ...
  Topic: [3.08] overlapping command bars when connected to two muds
herme

Replies: 2
Views: 2791

PostForum: CMUD Beta Forum   Posted: Sun May 31, 2009 2:14 pm   Subject: [3.08] overlapping command bars when connected to two muds
Aaah! That explains it! Sometimes I accidentally move the command bar so that's when I must have docked it to the cmud window instead of the mud window. I didn't even know that was possible. Thanks a ...
  Topic: [3.08] overlapping command bars when connected to two muds
herme

Replies: 2
Views: 2791

PostForum: CMUD Beta Forum   Posted: Sun May 31, 2009 12:50 pm   Subject: [3.08] overlapping command bars when connected to two muds
As the topic says when I connect to two muds at the same time the second mud window 'snaps' to the first windows command bar, resulting in both command bars being visible. Anyone know how to fix this? ...
  Topic: Having problems with paths and slowwalking
herme

Replies: 3
Views: 2905

PostForum: CMUD Beta Forum   Posted: Tue May 05, 2009 9:45 pm   Subject: Having problems with paths and slowwalking
The #LOC, #UNLOC tip worked wonders. I switched back to #OK and it worked now that the mapper wasn't tracking me anymore. It seems the problem with random dirs added lies with #STEP too, because I had ...
  Topic: Having problems with paths and slowwalking
herme

Replies: 3
Views: 2905

PostForum: CMUD Beta Forum   Posted: Tue May 05, 2009 9:19 pm   Subject: Having problems with paths and slowwalking
Thanks for the tips. Yeah that is my problem I think, that closing the map no longer disables it. I managed to get the desired effect by using #STEP but now it randomly add dirs to my path which makes ...
  Topic: Having problems with paths and slowwalking
herme

Replies: 3
Views: 2905

PostForum: CMUD Beta Forum   Posted: Tue May 05, 2009 3:16 pm   Subject: Having problems with paths and slowwalking
After I upgraded to version 3.06 I've started having problems with slowwalking. What I'm trying to do is using a recorded path and make it move forward with the #OK command. Problem is it will not mov ...
 
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