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Haldrik Wanderer
Joined: 03 Sep 2007 Posts: 88
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Posted: Wed Apr 29, 2009 1:48 pm
[3.06] Automapper Oneway/Portal/Script Help? |
Hey guys, needing a bit of help getting some portals/scripts/oneways setup.
I'm not sure which to use to be honest...
So basically I SCOUT Trail, then I #wait 4000, then I type GO trail. Then a small series of messages, and I pop out at the room.
I have a one way link setup with OTHER name. I have called the other name "Scout trail;#pause;#wait 4000;go trail"
I had to set my timeout value to 20 seconds for slowwalking. But other then that it works SWEET. I just feel that there is a better way. I don't like using #WAIT because if i lag at all it would break my slow walk. And i'd rather not have a timeout of 20 seconds.
But I'm pretty escatic it even works :P I've had bad luck with the automapper (mostly because i dont know how to use it)
Another thought... This path only a ranger can use. Is there a way to setup the map so ONLY a ranger uses the path? And other characters use a different slow walk. Something like #if (@ranger = 1 ) then "take the path" sorta thing?
Sorry If i sorta hacked up my language, this is pretty new territory!
Thanks!
Here is the log of the event.
[Northern Trade Road, Open Grasslands]
The darker colors of the serrated wirgars grasses that grow in this particular part of the plains stand out against their lighter cousins. You catch the scent of sirese on the wind, the fragrance of the tiny wildflower wrapping around you. To the south the land turns a rough brown, shifting abruptly from plains to farming land.
Obvious paths: north, south.
>scout trail
You notice a trailmarker set in amid the tall grass.
Roundtime: 4 sec.
> go trail
You set off into the wilds, following the direction of the trailmarker...
>
The quick, sensitive motions of wildlife animate the lonely stretches of grassland and take great interest in any visitor to their domain.
>
Unmoving but for its twitching nose, a grey rabbit tracks your passage through the fields.
>
As your journey ends, you gaze out at your new surroundings.
[Northern Trade Road, Farmlands]
Empty fields lie sleeping beneath the blanket of night. The scent of plowed earth mingles with the fragrance of fresh growing things. You also see a yew stick, a yew stick and a winding trail.
Obvious paths: northeast, south.
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Rahab Wizard
Joined: 22 Mar 2007 Posts: 2320
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Posted: Wed Apr 29, 2009 8:40 pm |
Another option would be to have the exit be simply "scout trail", and have a room script which triggers on "You notice a trailmarker set in amid the tall grass." to do the 'go trail' command.
As for your second question, I'm sorry to say there isn't really a way to have a map exit which only works for particular people, classes, or whatever. I have a similar situation in my mud, where a certain group of mages can use a particular portal, and I haven't come up with a solution. If the exit is on the map, then the route-finding algorithm will try to use it. This might be a good suggestion for phase 2 of the mapper--allow the Cost value to be a function instead of a plain number. There could be a number of applications, such as testing whether you carry the key for a door, or the item which opens a portal, or know a particular password. |
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MattLofton GURU
Joined: 23 Dec 2000 Posts: 4834 Location: USA
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Posted: Wed Apr 29, 2009 9:45 pm |
Quote: |
As for your second question, I'm sorry to say there isn't really a way to have a map exit which only works for particular people, classes, or whatever.
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There is, but it's sort of a hack. Essentially, you just use the package editor to keep track of your map info so that the real mapper doesn't have access to the information (and therefore can't/won't use it in its normal AI.) I largely don't consider such work to be worth the effort, however.
Step 1: keep track of the character data you want to compare (since the mapper isn't likely to be the only thing to be compared with, this could potentially be everything in your SCORE/INFO/whatever command your game sends important character info in).
Step 2: maintain a record of your trail info. This could be a zone script, a series of room scripts, or something kept in the room notes. Regardless of how you store it, you will need to know if there is a trail in this room, what vnum the trail leads to, and possibly what level you will need to be able to see it (this will probably vary based on skill).
Step 3: create a script to monitor walking. You don't necessarily need something complex enough to take over the pathfinding and movement-verification that the mapper handles internally, but you do need to be able to compare data and decide if you need to stop the path or not. If you stop the path you then need to determine if the path between the trail destination and your original destination is shorter/longer/the same as the path between your current location and the original destination, after which you either reset to the shorter path or you #STEP to continue the original one. |
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_________________ EDIT: I didn't like my old signature |
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wrym Magician
Joined: 06 Jul 2007 Posts: 349 Location: The big palace, My own lil world
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Posted: Thu Apr 30, 2009 3:05 am |
I think that user-defined roomcost functions were requested somewhere, but Zugg said it probably wouldn't happen conceivably because if there was much to it it could add a fair bit of time to calculate a long walk, besides the added complexity.
As for the original problem, I don't know of a 100% satisfactory answer besides a custom movement tracker, which i agree is way to much work for reward, unless your mud is full of these. However you might be able to make something work.
1) monitor varibles affecting if you can use this trail, accordingly make/delete room link between rooms, probably put that trans script into an room alias to make it easier.
2) use roomscript trigger to #teleport to room when you actually make it to other room
3) on far side use a room script to check if your in a walk path, and if so resume walking the path
deleting and re creating that room link could require a little juggling, and if you've a lot of these... it'll end up being fairly long. I use something simmilar to this on my map, but most links i'm just too lazy and #find does the trick. and the mapper has the tendency to leave loop back links on one end or the other.
That said...user-defined roomcost or better yet... linkcost? (still want to beable to walk into both rooms, just not directly between the two) would be really cool... alternatively... ability to enable or disable specific room links? |
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_________________ "To the engineer, all matter in the universe can be placed into one of two categories: (1) things that need to be fixed, and (2) things that will need to be fixed after you've had a few minutes to play with them" - Scott Adams, The Dilbert Principle |
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Haldrik Wanderer
Joined: 03 Sep 2007 Posts: 88
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Posted: Thu Apr 30, 2009 10:26 am |
Rahab-
I like your method a lot better. Typing on one line 2-3 commands wasn't very fun. This way I can probably add some spells into the script in case I need to buff or anything of that nature.
Matt & Wyrm-
I pretty much completely agree with you guys. It would be a LOT of work. I think it would be easier to make a copy of the map, and delete the trails, then have each character use a different map.
This has officially became a low priority. :)
Thanks guys :) |
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