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Ending Map Autorun Loops Correctly

 
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H-Bomb




Joined: 24 Apr 2007
Posts: 11

PostPosted: Wed May 02, 2007 7:17 pm    Post subject: Ending Map Autorun Loops Correctly Reply with quote

I have a loop that starts running when the map is loaded (map autorun), the script loops while a specific tag is off, and I have a step on NPC that sets that tag on and terminates the loop. An indentical NPC shares the tile with every door on the map, the idea was to terminate the autorun loop, so it wouldn't pile-up under the loop for the next map, but it doesn't work, because it appears to read the NPC, then the door, then the last "final" tick of the loop once it has reached the next map. Where it is terminated.

If that map has an autorun script of it's own, it never gets to the last tick, and the old code never closes properly. It still functions fine, but if the player created enough dead scripts, I figure the game will lock up.

Does anyone know a good way to fix this? I need the script to terminate instantly or between maps, as opposed to what is is doing now, terminating 1 click into the next map (or not at all if another loop autoruns on the next map). I plan on using this script for several maps, so I'd prefer to avoid coordinate specific or map specific commands, or anything that would have to be massproduced, unless I absolutely have to.
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H-Bomb




Joined: 24 Apr 2007
Posts: 11

PostPosted: Wed May 02, 2007 7:45 pm    Post subject: Reply with quote

here is a code example:
Code:


set tag (188,Off)

if (check tag (187)) then (
first

#Loop#
while(check tag (188) == Off) do,begin

wait for hero (me)
Thing1
Thing2
Thing3
Thing4
end)
resume player
end


And The NPC:

Code:

wait for hero (me)
set tag (188,On)
end


The part of the process you can't see in this code is the door placed directly under the NPC.
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H-Bomb




Joined: 24 Apr 2007
Posts: 11

PostPosted: Thu May 03, 2007 2:44 am    Post subject: Reply with quote

I messed around with this script a while longer, I found out that if a text box is right before it, it will create a delay, and also it works fairly well triggering it with a touchable NPC placed next to the entrances (chasing) instead of an autorun loop. Both of these methods work, but are kinda mickey-moused, so if anyone has a cleaner method, I'd love to hear it. Happy
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Artimus Bena
Admiral




Joined: 17 Aug 2004
Posts: 637
Location: Dreamland.

PostPosted: Thu May 03, 2007 8:56 pm    Post subject: Reply with quote

James replied to a similar request in your post in the hamsterspeak suggestion thread; try that.

break, and exit script I believe it was.
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H-Bomb




Joined: 24 Apr 2007
Posts: 11

PostPosted: Fri May 11, 2007 9:12 am    Post subject: Reply with quote

is there some kinda updated plotscript dictionary or hamsterspeak specification I can use for converting my code to work in the nightly? I have been using the current stable build, which is really old at this point, the only thing I can think of is to use the readme to figure out all the changes in syntax, which sounds like hell on earth. I'm am not sure which commands need to be changed, I know alot (if not all) of the define commands are broken now, so if there's some kinda reference to help with the conversions, that would be awesome. I apologize if the answer is obvious, it just seems there are alot of official OHR sites, which gets confusing. Thanks for the help, I'm excited for the transfer as this will fix all of my current known bugs.
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Fri May 11, 2007 9:31 am    Post subject: Reply with quote

H-Bomb wrote:
is there some kinda updated plotscript dictionary or hamsterspeak specification I can use for converting my code to work in the nightly? I have been using the current stable build, which is really old at this point, the only thing I can think of is to use the readme to figure out all the changes in syntax, which sounds like hell on earth. I'm am not sure which commands need to be changed, I know alot (if not all) of the define commands are broken now, so if there's some kinda reference to help with the conversions, that would be awesome. I apologize if the answer is obvious, it just seems there are alot of official OHR sites, which gets confusing. Thanks for the help, I'm excited for the transfer as this will fix all of my current known bugs.


Old style defines are not broken. You can mix old-style defines with new style. You can find a guide to the new syntax at 'How do I convert my scripts from old to new syntax?'

As for new commands, http://HamsterRepublic.com/ohrrpgce/docs/plotdict.xml is kept up-to-date with the latest nightly.

Also be sure to check out the timer commands such as 'plot:set timer' and friends, since many complex scripting problems can be made simpler with them.
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H-Bomb




Joined: 24 Apr 2007
Posts: 11

PostPosted: Sat May 12, 2007 5:04 pm    Post subject: Reply with quote

Great! Thank you very much!
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Sat May 12, 2007 6:38 pm    Post subject: Reply with quote

Looks like we ought that make that clearer in whatsnew.
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