Unknown2005-04-15 21:30:17
I've never been able to get zMUD pathing to work right with these muds. Anyone want to explain it to me? What always happens is it goes too fast and there's the hasty message, and then the path is ruined yo. Ideally it should keep trying to do the last move after the hasty message right?
Unknown2005-04-16 03:02:39
Surely someone knows this!
Murphy2005-04-16 03:10:37
give each move just the right interval using the alarm command on a loop....so you'll get from a to b as fast as possible without getting the hasty message
Drago2005-04-16 03:20:47
use #SLOW
and have a trigger for "You see" to do #STEP;#PAUSE and it should work.
Soo..
#PATH testpath 2e2n2w2s
#TRIGGER {^You see} {#step;#pause} ""
#SLOW testpath
Should work. I never really liked paths because they get a bit buggy sometimes.
and have a trigger for "You see" to do #STEP;#PAUSE and it should work.
Soo..
#PATH testpath 2e2n2w2s
#TRIGGER {^You see} {#step;#pause} ""
#SLOW testpath
Should work. I never really liked paths because they get a bit buggy sometimes.
Murphy2005-04-16 04:03:12
be a knight and make an autosrpint alias, get anywhere in like 5 seconds
Unknown2005-04-17 18:41:26
I use the automapper and name key rooms. I can then use #WALK (roomname) to go there from anywhere I happen to be. Use the slowwalking settings in the mapper configuration to keep it from going too fast. The real problem is getting the triggers right for all the mapping and speedwalking, which is why folks often choose to buy them from folks like Thorgal and myself. Heh.