I don't recall what thread this began in, but
@oleis called for suggestions.
People apparently want to use the in game speedwalker, and it reduces load on the server not to be spamming all those directions, but we all love our wormholes, wings blah blah - and the in game pathfinding won't ever be able to include those things.
Solution?
Allow us to:
path go n,se,we,u,s,s,s,s,w
That way we can use our own mappers to determine the best path - including wormholes etc - and the in game speedwalker to do the actual movement.
We'd still need gallop/dash to be included, though, for it to get plenty of use.
Comments
the way she tells me I'm hers and she is mine
open hand or closed fist would be fine
blood as rare and sweet as cherry wine
the way she tells me I'm hers and she is mine
open hand or closed fist would be fine
blood as rare and sweet as cherry wine
You are not riding something capable of galloping. We'll walk like normal!
You start speedwalking.
Could you have a config, maybe, to not autowalk if not mounted and just give a message about not being mounted? I know that I, myself, am lazy, and have a trigger to recall/mount if I try to gallop when not mounted, with my current mapper. It also means that I can dismount and just use go instead of go gallop, if I have newbs without mounts following me. There's no flexibility like that with this new setup.
So rather than making multiple aliases, just make one alias to suit all, something a bit more intuitive? (hint: use an oninput trigger instead).
Stick your locations into a table/dbvar:
s = "vnumforspinesreach",
d = "vnumforduiran",
Alias: ^go(d|g|w|f) (.+)$
Script: something intuitive
USe:
go 12345 (will path find this number, and walk to it)
go s (will path find the number in the table linked to 's')
gog s (same as go s, but will gallop)
gof 34567 (will path find but not start walking)
Edit: I didn't go into specifics because I don't remember enough zscript. BUT I know it is possible because I had a table and alias like this way back when I did use cmud, to drive imapper. I annoyed (or entertained?) the pools with it for a while too, because "gods vnum" was meant to "go duanathar sprint" but didn't work and had me saying random numbers/places to the gods channel >.>
It also appears GMCP room info is a bit funky when pathing. Would be really useful if the GMCP room update could fire before the message as it does when moving normally. Would help a bit with matching the room info and displaying it while pathing.
I've also heard feedback from people not liking the fact that when changing rooms you only see the room name and not the full room. Is there a way to perhaps enable this as a config option (pathlook or something) for people who want to see the contents of each room.
Might have more feedback as I get more responses from people using it over the old mapper I had. I seem to be always faster with the ingame mapper, but I've had people claim they used to be faster. Not sure if it is slower, or if it moves as fast as possible.
It's possible but not very likely to be faster in any significant way with an external mapper. They're likely to be small differences (at huge resource costs for us).
I'm definitely faster with the in game speedwalking.
Having said that, imapper is faster than mudlet's IRE mapping script as well, so I don't know how the game speedwalking holds up against imapper.
Abhorash says, "Ve'kahi has proved that even bastards can earn their place."
Abhorash says, "Ve'kahi has proved that even bastards can earn their place."
Rawr
Anything else you'd change? (Except for the map displaying on room change, which is still on my whiteboard.)
Abhorash says, "Ve'kahi has proved that even bastards can earn their place."
I remember, involve me and I
learn.
-Benjamin Franklin
Abhorash says, "Ve'kahi has proved that even bastards can earn their place."
I've noticed speed being better. More frequently now I get a few movements in a row (no prompt in between, non-gallop). I wonder if it's because of lowering the movement tick, or it could be because I've stopped using Tripwire. Regardless, I wonder if lowering it further could make it faster. I make this observation as someone without celerity; with celerity, a man would be faster, and it would require a shorter movement tick to reach full potential. However, I assume that you've already lowered it as much as you think it can go, so if that's the case, what we have is fine.
Can't speak to the water issue since I use zephyr.
Okay. I was pretty sure I had sorted the issues with dashing/sprinting and water. Let me see if I can figure out gallop.
Rawr
I remember, involve me and I
learn.
-Benjamin Franklin
I remember, involve me and I
learn.
-Benjamin Franklin