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umdbandit
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Joined: 31 Oct 2004
Posts: 94

PostPosted: Mon Oct 31, 2005 5:11 am   

automapper #WALK mixed with slow walk
 
basically here's what i'm doing
i have an automap created of a euclidian section of my mud. I'm executing a slow walk with the intention of stopping in every room with a guard. it does this, and kills the guard, and loots the corpse.

Code:

//tguard loots the guard
tguard
// iwant this to execute all at once, so i have the walkmode change to fast
%walkmode( fast)
#WALK 75
selltower
//wallguardloc is where the location that it stopped for the guard is
#walk @wallguardloc
#Step


basically i put the #Step command in, with the intent that it would start walking the slow walk again, from the place where it stopped. What i think is happening, is that when i use the walk command, it overrwrites the path that the slowwalker was using. Basically, I want to find a way to resume my progress on the slow walk, while still able to use #walk to return to the shop from any place on the map. Any help is appreciated :)


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Vijilante
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PostPosted: Mon Oct 31, 2005 9:30 pm   
 
You can get the destination for your path with the %destroom variable. You will have to store this before doing the #WALK 75. Then after doing your #WALK @wallguardloc, you have to change the %walkmode back to slow and issue the walk for your stored destination.
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umdbandit
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PostPosted: Tue Nov 01, 2005 5:11 am   
 
Vijilante,

Basically here's what i'm worried about. So i'll save the %destroom to a variable, and then #WALK @destroom as soon as i get back to the room of the last kill. The problem is that (i think) it wont follow the long drawn out pre defined path that is meant for the character to go through each room. Instead it will pathfind a new efficient path to the destination, which is nice, but defeats the purpose of having it follow a path to find stuff. Like i said, i am not really sure, so thats why you are the wizard and i am uhmmm... not the wizard :)


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Vijilante
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PostPosted: Tue Nov 01, 2005 9:17 am   
 
Oh, your working off a path. In that case write your own walking system. The basic steps involved are: putting the path into a list; using an index variable to get the commands with %item; a flag variable for in combat, running to the store, sleeping, spelling up, etc.; then enough triggers to keep the thing issueing commands, usually with a backup alarm to kick start it if it stops moving.
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umdbandit
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PostPosted: Tue Nov 01, 2005 5:30 pm   more more more
 
ok so 1. save the path as a string list
then 2. increment an index variable to parse through this list. this will allow me to 'save my place'

ok so lets say i wanna safe walk that path... is there a built in something or other that confirms each step?

I guess i am just not so sure where to go after i have that path and an index.

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Vijilante
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PostPosted: Tue Nov 01, 2005 9:46 pm   
 
You have to build your own confirmation system and failure system. The usual minimum to do this is to detect a common line in all rooms such as an exit line. Failed directions don't generally cause an exit line so an unknown failure message can often be detected through a timeout, whereas the exit line is part of receiving room information and most indicative that some movement occured. It isn't exactly easy and I am not about to write one for you, but that is roughly what you will have to do to get the functionality you want. After that though you can start adding extra stuff to your path like time checks, random routings, goto index or label, and other wierd stuff. I used to have a walker script that did all of that; sadly it was written before zMud and I never could be bothered to port it in either a specific or general fashion.
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umdbandit
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PostPosted: Wed Nov 02, 2005 12:16 am   automapper
 
Alright, looks like i have my work cut out for me. So my one remaining question.. Is there a way I can look at the triggers that the automapper is configuring? Thats all.


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