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JoeJon Newbie
Joined: 21 Oct 2005 Posts: 3
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Posted: Fri Oct 21, 2005 11:51 pm
Path help |
I navigate some areas using slow walks. For instance I have slow paths that look like this #SL .2n3e4n2e3s;#PAUSE. For the most part they work, however at times they don't pause. They speed through even with alarms pausing them and what not, so it speeds through the walk and doesn't even stop. If someone could send me a PM i could probably explain it a little better for there are a number more quetions i have. If not well it was worth an attempt.
Thanks. |
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Insomniac Wanderer
Joined: 25 Mar 2004 Posts: 78 Location: United Kingdom
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Posted: Sun Oct 23, 2005 2:44 am |
Hmm, sounds very weird, might I ask what code follows your example above?
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_________________
No-one ever gets flamed for posting too much information. Conform to the PPP (Preferred Posting Protocol) and give as much information as possible, including MUD output where needed. |
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JoeJon Newbie
Joined: 21 Oct 2005 Posts: 3
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Posted: Sun Oct 23, 2005 4:44 am |
i have the paths aliased, for example:
#ALIAS {templepath} {#SL .3n2e5s6e6w5n2w3s;#PAUSE}
so then all i do is go to the entrance to the temple, type templepath and ideally it's supposed to walk, if any mobs match a mob list for temple mobs it's supposd to #PAUSE, look at the room and wait, once i kill all te mobs that the list has populated, it the moves again. but for some reason it does the first couple steps, then it starts speedwalking the path room by room without pausing. |
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Insomniac Wanderer
Joined: 25 Mar 2004 Posts: 78 Location: United Kingdom
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Posted: Sun Oct 23, 2005 10:50 pm |
Ok for this to work you need something like this....
#CLASS {Walk}
#TRIGGER {^ExitLine} {#ALARM "WalkAlarm" +1 {#STEP;#PAUSE}} "" {notrig}
#CLASS 0
#TRIGGER {^You see a mob} {#SUSPEND WalkAlarm;#T- Walk;KillCritterAlias}
#TRIGGER {^Mob is dead} {#T+Walk;look}
Bold items will need editing.
This should give you a good start! |
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_________________
No-one ever gets flamed for posting too much information. Conform to the PPP (Preferred Posting Protocol) and give as much information as possible, including MUD output where needed. |
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JoeJon Newbie
Joined: 21 Oct 2005 Posts: 3
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Posted: Sun Oct 23, 2005 11:21 pm |
so for the path itself i should have it still do the #SL .path;#PAUSE in the alias itself?
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Insomniac Wanderer
Joined: 25 Mar 2004 Posts: 78 Location: United Kingdom
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Posted: Sun Oct 23, 2005 11:38 pm |
Yep.
Basically what you are wanting is something that walks along your pre-determined path, stops if it sees a mob, or continues if it doesn't...
The 'Walk' class and Exitline trigger do the moving from room to room (getting the directions from the path)
The Mob trigger stops the walk and calls the killcritter alias
The Mob is dead trigger continues the walk |
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_________________
No-one ever gets flamed for posting too much information. Conform to the PPP (Preferred Posting Protocol) and give as much information as possible, including MUD output where needed. |
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