|
tekky Beginner
Joined: 08 Feb 2006 Posts: 25
|
Posted: Fri May 20, 2011 10:51 pm
#oninput multistate examples? |
I am trying to create an input trigger to queue up commands during actions that take many mud ticks to complete (so as to not interrupt them)
I can do
Code: |
<trigger type="Command Input" priority="1210" trigontrig="false" newline="false" id="121">
<pattern>(*)</pattern>
<value>#show %ansi(yellow)**** input **** %1</value>
</trigger>
|
but if i add a new state as "reparse" because I want it to act on the same line of input... it breaks... are there any safe ways of doing this? basically here is what I am looking to do
instead of having to do new event triggers for actions that cant be intterupted I wanted to add states to the #oninput that catch the commands that should not be interrupted to turn on the queuing mechanism...
so...
"gather *" starts an action that takes 5-10 ticks
or
"cast *"
these would be my multistate matches...
Any help is greatly appreciate.
BTW my searching seemed to show that its possible I just cant figure it out and no examples were posted despite being "tested" in the other threads |
|
_________________ -Karl |
|
|
|
MattLofton GURU
Joined: 23 Dec 2000 Posts: 4834 Location: USA
|
Posted: Fri May 20, 2011 11:16 pm |
Create two lists of game messages: one for the start of the interruptable actions and one for the end of the interruptable messages. Create a trigger for each list and set a variable in these triggers. This variable would determine if your command queue should send a command.
|
|
_________________ EDIT: I didn't like my old signature |
|
|
|
tekky Beginner
Joined: 08 Feb 2006 Posts: 25
|
Posted: Tue May 31, 2011 4:51 am |
This appears to be less than ideal as well, I started testing with this today and it seemed every other ocmmand would trigger my queue setup when clearly no matches were found...
I'd much rather hear why the #ONINPUT method doesnt work, is it a bug, not actually supported despite it sounding like it is? |
|
_________________ -Karl |
|
|
|
|
|