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BaABnG
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Joined: 28 Feb 2005
Posts: 26

PostPosted: Sat Feb 02, 2008 2:00 am   

ZMud Mapper
 
Every time I go to a room, mapping, the mapper adds a west exit even if there is not one.

Any ideas?

Davarna
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Leitia
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Joined: 04 May 2007
Posts: 292
Location: Boston

PostPosted: Sat Feb 02, 2008 6:41 pm   
 
you are being haunted by the ghost of Horace Greeley

actually that is not very helpful, and not gender-accurate. I did resist as I don't know a lot about the mapper, but does the exit trigger contain something like a semi-colon or period or some meaningfully suspicious foil? I would like to help but you don't give any information about your configuration or the circumstances of the exits
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luggage
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Joined: 20 Jul 2004
Posts: 38
Location: Australia

PostPosted: Sun Feb 03, 2008 1:41 pm   
 
All I can guess at the moment is that it is not picking up the exits properly.
Try using #TAG to specify the exit line(s) of the rooms.
Failing that, give an example of a room and what exits the mapper generates for that room and someone can help you further.
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BaABnG
Beginner


Joined: 28 Feb 2005
Posts: 26

PostPosted: Sun Feb 03, 2008 5:54 pm   
 
OK. I think I understand what you are asking for. But, did you need machine specifics, or did you need MUD specifics? You say that you are not able to help because I did not give any information. I am going to see if I can reconfigure the mapper. It does "OK" most of the time, but it adds an exit when there is not one. This happens too often. I will see if I can get details for you. Here is a room description:

The Temple of Asgaard
As you stand in the Temple of Asgaard, you can definitely understand why
people feel at total peace in such a place. The Temple stands well over ten
stories tall, with a massive dome ceiling. The sunlight enters through the
many artistically crafted windows and skylights, as well as the arch behind
you. Just to the north, you see the large temple altar. To the east, you
see a room littered with objects - you think you just saw one drop from the
sky! To the south lies the temple square.
A self-destruct mechanism is here. (whirring) (humming) (glowing)
Obvious exits:
North - By The Temple Altar
East - The Asgaard Donation Room
South - Northern Temple Square
West - The Adventurer's Meeting Room
Up - The Portal to the Learning Center

I am unsure of the settings you need for the mapper.
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BaABnG
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Joined: 28 Feb 2005
Posts: 26

PostPosted: Sun Feb 03, 2008 5:58 pm   
 
I am unsure of the #TAG flag. But, I will read more in the help about the #TAG. I have not programmed anything for years, so, if it is required programming, it will take a bit to figure out.
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mikeC130
Apprentice


Joined: 03 Jul 2006
Posts: 110

PostPosted: Sun Feb 03, 2008 7:06 pm   
 
The MUD output is what is needed. Please show one or more room descriptions that create exits incorrectly, as well as all of the exits that your mapper creates (correct or incorrect exits). In the example you give, there IS an exit to the west, so presumably there won't be any problems with this.

Also, if you have any triggers used to show or define exits, please show them as well.

Mike
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Leitia
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Joined: 04 May 2007
Posts: 292
Location: Boston

PostPosted: Sun Feb 03, 2008 11:17 pm   
 
Curious, are you still having problems with the west exit thing? You have complicated multiline exits from my point of view, also you have a minus sign in there, which although probably nothing is quite a 'pain in the function'. If you lead with a minus sign in the Notebook program I posted it considers that negative input and renders the no parameter command output. You may find proven help if your mud has forums or by exhaustive and creative web searching. Otherwise so many things could be off kilter. Still all the data is there and you can map tentative rooms without even going to them, never tried that one, but I bet it would make those one way exits quite a lot quicker to label.
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luggage
Novice


Joined: 20 Jul 2004
Posts: 38
Location: Australia

PostPosted: Mon Feb 04, 2008 8:11 am   
 
Well, given the one room description, and assuming all the rooms are similar,
you could trigger on the initial word and the dash to set an exit tab.
Try using:

#TRIGGER {^(%w) - *} {#TAG exit %1}

However, I haven't had to use tag very much, so it may not work. You will have to reconfigure
your mapper after adding any tag triggers tho.
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Fang Xianfu
GURU


Joined: 26 Jan 2004
Posts: 5155
Location: United Kingdom

PostPosted: Mon Feb 04, 2008 11:23 am   
 
I doubt that'll work because the mapper expects to see all exits on the same line.

Something like this might work better:

#trig {^Obvious exits:} {#t+ ExitCap;exits = ""}
#cond {your prompt here} {#t- ExitCap;#tag exit @exits}

#trig "ExitCap" {^(%w) - } {#additem exits %1}
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BaABnG
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Joined: 28 Feb 2005
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PostPosted: Mon Feb 04, 2008 8:23 pm   
 
OK. I am very unsure where to put this text. When I map, I use the automapper. I have not had to add #trig. When I do triggers, I just click on Trigger, then hit new, and type in my trigger. So, I am too newb, I guess, because I do not know where to add these strings.
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Leitia
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Joined: 04 May 2007
Posts: 292
Location: Boston

PostPosted: Mon Feb 04, 2008 9:18 pm   
 
You can copy and paste Fang's code in the command line after removing that spacer line

I mean this:
#trig {^Obvious exits:} {#t+ ExitCap;exits = ""}
#cond {your prompt here} {#t- ExitCap;#tag exit @exits}
#trig "ExitCap" {^(%w) - } {#additem exits %1}

that "your prompt here" needs to actually be your prompt coded, and those can be tricky all by themselves, so don't give up, this is a good start

if your prompt changes that is a thing and as are a few other small things, but no problem
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Fang Xianfu
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Joined: 26 Jan 2004
Posts: 5155
Location: United Kingdom

PostPosted: Mon Feb 04, 2008 10:42 pm   
 
You need to make some triggers because the automapper isn't smart about some things - triggers are more accurate and the #tag command can tell it exactly what the text the MUD's sent is.

The part between the first set of braces is the pattern. The part between the second set of braces is the code. You might have trouble making the multistate trigger using the UI if you've never done it before, so I recommend just pasting that code onto the command line like Leitia suggests.

If you have trouble making a pattern to match your prompt, give us a few examples of your prompt and we can help you with that.
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BaABnG
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PostPosted: Mon Feb 04, 2008 11:32 pm   
 
I am pretty sure I understand what you mean, but WHERE do I copy the code? Do I hit trigger, new, and post it in the pattern, or the value? Neither one seems to be the right place.
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Leitia
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PostPosted: Mon Feb 04, 2008 11:54 pm   
 
oh sorry

the command line is called what, command input buffer, input buffer? I forget

anyway, NOT in simple trigger wizard as that is a complex trigger

you could opt to make one of those with the code as a learning experiance, but if you get your mapper working you will have learned more then you expected by asking 'why do I have west exits?"

now, just paste that code where you type your messages.

[I don't mean to sound mocking, just I have the feeling you want this to be not really involved and I can say it already is, also why I suggested you try to find someone's working configuration]
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BaABnG
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Joined: 28 Feb 2005
Posts: 26

PostPosted: Tue Feb 05, 2008 12:14 am   
 
Oh, ok. You mean to add the code into the command line where the mud gets input from the character. I am actually NOT just interested in a solution, I do want to understand WHY things work, and how they work. I am very new to coding in ZMud. My programming experience is with SAS and Basic (old school basic from a TRS-80 back in the early 80's!). Do I paste the code one line at a time? I tried that and my mud says, "Huh?!?"
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Leitia
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PostPosted: Tue Feb 05, 2008 12:54 am   
 
you should not even send that to the mud

#trig {^Obvious exits:} {#t+ ExitCap;exits = ""}
#cond {your prompt here} {#t- ExitCap;#tag exit @exits}
#trig "ExitCap" {^(%w) - } {#additem exits %1}

the # should route those to your settings

Paste them all at once, but I think there may be a one line buffer limit option, If so pasting one after the other in order will work too, but be offline then or click off your triggers with the little gun icon in the lower right corner. I would be offline anyway.

Otherwise you will have to make a setting, actually a trigger, piece of cake really. I think you will need to get into the 'state two' section of the trigger if it is sucessful to click PROMPT in the checkbox on whatever tab

it is not hard coding that, more like where's waldo. Also be sure the little puter icon next to the little gun icon is not X-ed out either, that would send all codes it to the mud by design.

thought to add you can always make 2 or more things happen on the command line by using semicolons between them

say hi;say bye

is the same as:

say hi
say bye

also the line I meant for you to remove was that entire blank line, not make a string of the three, that would send garbage

Smile
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Fang Xianfu
GURU


Joined: 26 Jan 2004
Posts: 5155
Location: United Kingdom

PostPosted: Tue Feb 05, 2008 1:38 am   
 
Yes, the command line is where you enter things to be sent to the MUD. You can use any zScript command there (try some, #say and #message are good). The #trig and #cond commands are used to create triggers, just like you would with the GUI.
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