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barnsten Posted: Wed Oct 05, 2011 4:45 am
Cmud Automapper
Daern
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Joined: 15 Apr 2011
Posts: 809

PostPosted: Sat Oct 08, 2011 8:58 pm   
 
2.37 is several years old. You should really upgrade to 3.34 (which isn't beta, FYI - there's currently no beta version of CMUD).
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barnsten
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Joined: 05 Oct 2011
Posts: 20
Location: Alaska

PostPosted: Sat Oct 08, 2011 8:59 pm   
 
If it's easier to just email the file let me know ;)
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Daern
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Joined: 15 Apr 2011
Posts: 809

PostPosted: Sat Oct 08, 2011 9:12 pm   
 
Well, I don't get it. It imports fine, until I paste the code into the forums and try to re-copy/paste from there. I can't figure out what the forums are changing and the error it gives when importing makes no sense (File: . Line: 41 Col: 12 Error: Invalid element name: "). I don't know if that means " is an invalid element name or if there's supposed to be an element there, but isn't, but neither of those make sense, line 41 is ' #IF (%val < $min) {'. If anyone can figure out what's happening, please let me know!
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barnsten
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Joined: 05 Oct 2011
Posts: 20
Location: Alaska

PostPosted: Sat Oct 08, 2011 9:15 pm   
 
Are you using quick reply to respond or do you click, 'postreply' then post your replies? my husband says you have to use the "code" link when you're replying anything that is code (LUA, etc), otherwise it thinks it's supposed to read it as forum code and tries to process it and messes it up.
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Daern
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Joined: 15 Apr 2011
Posts: 809

PostPosted: Sat Oct 08, 2011 9:18 pm   
 
I'm using quick reply, but I type in the code tags manually (you can see that it is in a code block). There's no quick reply for editing posts anyway, and I edited it several times, with no luck.
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barnsten
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Joined: 05 Oct 2011
Posts: 20
Location: Alaska

PostPosted: Sat Oct 08, 2011 9:18 pm   
 
Your email of the code works perfect.
Something in the forum is messing it up somehow.

Thanks for all your helpl
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barnsten
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Joined: 05 Oct 2011
Posts: 20
Location: Alaska

PostPosted: Sat Oct 08, 2011 9:19 pm   
 
I wonder if the automapping code doesn't fully work because of this? I'll have to retest it to see if it's working (mapping the rooms as I walk), otherwise everything else works properly.
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ins0mnia
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Joined: 23 Jan 2011
Posts: 42
Location: United States

PostPosted: Wed Oct 12, 2011 2:53 pm   
 
Not sure if you're using more than one session, but I'm unable to create new rooms if I do. In fact, the autoconfigure won't be able to send to the active window, I assume it's because it can't figure out which. But -tracking- multiple sessions on one map works fine for me usually.

To map new areas I have to load only one session, reconfigure, then it works as normal for me.

If anyone knows why this would be I'd greatly appreciate a fix too.
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barnsten
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Joined: 05 Oct 2011
Posts: 20
Location: Alaska

PostPosted: Wed Oct 12, 2011 4:44 pm   
 
I will try with just one session to see if it works. So far it tracks right, but it won't create new rooms at all.
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ins0mnia
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Joined: 23 Jan 2011
Posts: 42
Location: United States

PostPosted: Wed Oct 12, 2011 5:22 pm   
 
Are you using a separate package for your map like I am?

I'm starting to think it's just a scoping issue ie the character session/package is trying to #MAKEROOM but it can't access the map from another package (unless it's allowed, which I don't think mine is right now). I'll have to test it out when I'm home. Either that, or write my own #MAKEROOM trigger in the map package.
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ins0mnia
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Joined: 23 Jan 2011
Posts: 42
Location: United States

PostPosted: Wed Oct 12, 2011 5:52 pm   
 
Weird. It's working for me now across 3 sessions.

Are you using different sessions per char then a supersession as Zugg suggests? I used to just use different windows in one session and recently changed it.
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barnsten
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Joined: 05 Oct 2011
Posts: 20
Location: Alaska

PostPosted: Fri Oct 14, 2011 4:47 pm   
 
I haven't played RoD for a few days, so I haven't had a chance to test it out. I was using different sessions per char though, that way I can set up different triggers for each character if I want to.
It was following correctly, but not making new rooms on the map.
Not sure what you mean by a "supersession"
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ins0mnia
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Joined: 23 Jan 2011
Posts: 42
Location: United States

PostPosted: Sat Oct 15, 2011 4:04 am   
 
http://forums.zuggsoft.com/forums/viewtopic.php?t=34640

Setup the map in that manner, hopefully that will solve things.

It's easier to use a global package for most, then you can save character-specific variables like the weapon, # of potions, whatever in their own session.

Like my global disarm is an easy example:

Code:
<trigger priority="1760" id="176">
  <pattern>^* DISARMS your</pattern>
  <value>get @Inventory.weapon
wield @Inventory.weapon</value>
</trigger>


Then each char has their own @Inventory.weapon. Saves code.
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