Welcome to the Achaea Forums! Please be sure to read the Forum Rules.

Help converting script

LeicaLeica Member Posts: 4
Hello all,

I've been using a wormhole tracking script that Wyd posted on the Mudlet forums for about a year now (http://forums.mudlet.org/viewtopic.php?f=6&t=2265).   I recently downloaded the Omnipave 3.0 beta which requires GMCP to be enabled. Wyd mentioned that the wormhole tracker is built for ATCP and to get it to work with GMCP it would require changing every reference to ATCP to GMCP.

I found 6 references to ATCP ( 2 each in RoomNum, RoomBrief, and RoomArea) but changing atcp to gmcp doesn't seem to work.  Does anyone have any idea how to get this to work with gmcp?  Am I just missing something, or is it not really possible? 

I was going to msg Wyd in game and ask, since it is his script, but it seems he is inactive.

If it can't be done it's no big deal, I can give up omnipave to keep the wormtracker.


Comments

  • LyrLyr Member Posts: 420 ✭✭✭✭ - Eminent
    atcp.RoomNum -> gmcp.Room.Info.num
    atcp.RoomBrief -> gmcp.Room.Info.name
    atcp.RoomArea -> gmcp.Room.Info.area
  • LeicaLeica Member Posts: 4
    edited December 2012
    Ahhh! Thank you!


    Edit: Hmmm,  still doesn't work for me.  Thanks anyway Lyr :)
    Post edited by Leica on
  • EldEld Member Posts: 3,946 @@ - Legendary Achaean
    I uploaded a version with the appropriate changes to that same thread on the mudlet forums. I don't have a vibrating stick to test it with, but it at least captures the room info correctly, so should work.

    http://forums.mudlet.org/viewtopic.php?f=6&t=2265&p=14872#p14872
  • LyrLyr Member Posts: 420 ✭✭✭✭ - Eminent
    Hmm, weird! I don't have a vibrating stick either, so I can't test it. :(
  • LeicaLeica Member Posts: 4
    Eld's script isn't working either.  Maybe it's me, I might have a too old version of mudlet?  I'm using 2.0 test 4,  the ubuntu software center shows that rc13 is current, but no matter how many times I uninstall and reinstall I end p with test 4 :(

    Thanks anyways guys, I'll just stick with with the atcp version :)
  • LeicaLeica Member Posts: 4
    Ok, figured it out.  Need to delete the original wormlist.lua in mudeltdata>profiles.  Now Eld's modifications are working perfectly.  Thanks again :)
    Eld
  • NizarisNizaris The Holy City of MhaldorMember Posts: 537 ✭✭✭✭✭ - Grand Achaean
    Hmm. I'm no longer a Serpent, but I thought that the crowdmap took care of all of these?
    image
    Daeir
  • DaeirDaeir AustraliaMember Posts: 6,288 @@ - Legendary Achaean
    Nizaris said:
    Hmm. I'm no longer a Serpent, but I thought that the crowdmap took care of all of these?
    It does come with a prebuilt list of wormholes, but does not support worm sources/worm seek mapping, sadly.
    Nizaris
  • JonathinJonathin Grand Rapids, MIMember Posts: 3,323 @@ - Legendary Achaean
    all you need to do is throw mmp.locateAndEcho(matches[#]) (where # is the room name as a wildcard) into a trigger for worm seek and worm sources.

    My site will remain up, but will not be maintained. The repository will continue to have scripts added to it if I decide to play another game. Maybe I'll see you around in Starmourn!
    Tutorials and scripts  The Repository

  • DaeirDaeir AustraliaMember Posts: 6,288 @@ - Legendary Achaean
    Well yeah, but that doesn't map the wormhole exits into autowalking. You can do that with a bit of effort. Just gate the worm sources output and exit special link room 1 to room 2 with worm warp, and you're set. Probably 3-4 four lines max.
  • VadimusesVadimuses Member Posts: 1,119 @ - Epic Achaean
    Feel free to build it into the script.
  • EldEld Member Posts: 3,946 @@ - Legendary Achaean
    edited December 2012
    Daeir said:
    Well yeah, but that doesn't map the wormhole exits into autowalking. You can do that with a bit of effort. Just gate the worm sources output and exit special link room 1 to room 2 with worm warp, and you're set. Probably 3-4 four lines max.
    Pretty sure that approach won't work for areas with multiple wormholes in identically named rooms, though.
  • VadimusesVadimuses Member Posts: 1,119 @ - Epic Achaean
    Nope. Also doesn't account for the fact that wormholes can go away, so this easily grows from 3-4 lines max if you want a quality job.
  • DaeirDaeir AustraliaMember Posts: 6,288 @@ - Legendary Achaean
    Compare special exits mapped with "worm warp" in current area to a table compiled from the worm sources list, if current mapped special exits table has result which isn't present in worm sources list, clear it. If worm sources list has warp not already mapped, map it. I can see how to do this quite readily in my head assuming the special exits lookup isn't too complex to do.
  • EldEld Member Posts: 3,946 @@ - Legendary Achaean
    edited December 2012
    Daeir said:
    Compare special exits mapped with "worm warp" in current area to a table compiled from the worm sources list, if current mapped special exits table has result which isn't present in worm sources list, clear it. If worm sources list has warp not already mapped, map it. I can see how to do this quite readily in my head assuming the special exits lookup isn't too complex to do.
    And if there are two currently unmapped warps in rooms with the same name, you're still hosed. In any case these are just the most obvious things that you'll have to think about that will make it more than "3-4 lines tops". We're not saying it can't be done, just that doing it well isn't quite as trivial as you make it out to be.
  • DaeirDaeir AustraliaMember Posts: 6,288 @@ - Legendary Achaean
    Then just halt those and ask for user input before proceeding - offload those entries onto a seperate table which can be adjusted to properly map the hung warps at a later date.

    It's really not that hard. It isn't trivial, but it really does surprise me that the functionality isn't in the mapper already. Maybe I'll give it a go and contribute what I get to the mapping team.
Sign In to Comment.