EvilChicken!
2008-08-13 06:18:42
HAI, and thanx 4 da click.
There are currently certain randoms, such as Sandwich Lady, Forester, Certer, Molly (not sure, never failed Molly myself) and other that are what I refer to as "failable" randoms - randoms that you (in theory) can set your script to fail. The result of failing one of the listed randoms is that your character will be teleported to a random location. This means that a script with a (proper) DeathWalk procedure/function can (in theory) be able to run even after failing one of these random events.
Currently, when SRL is unable to solve one of these "failable" randoms, it logs out and deactivates the player that is stuck inside the random event. For now, I am working on two different scripts which both include deathwalk in some form. I COULD spend time on editing random event handling, but I know that there are many other scripts that do contain deathwalk, and it would be a shame if not every single of them used those possibilities to it's maximum.
So, basically, my suggestion is that a variable gets added to SetUpSRL, (like the LogOutOnMod, thanks for that one ^.^) something like a "LogOutOnFailedRandoms" boolean, which by default is set to true. If a user sets this to false, script will - if unable to successfully handle current random - purposely fail the current random, (if, and only if it is a "failable" random) the character will get teleported somewhere, the script will call it's deathwalk procedure/function, and the character will resume autoing.
And, here is the "+ more.." part; my thoughts on handling new/updates boxes, lamps and alike.
Post your thoughts/opinions, and feel free to ask if there was something you didn't fully understand.
There are currently certain randoms, such as Sandwich Lady, Forester, Certer, Molly (not sure, never failed Molly myself) and other that are what I refer to as "failable" randoms - randoms that you (in theory) can set your script to fail. The result of failing one of the listed randoms is that your character will be teleported to a random location. This means that a script with a (proper) DeathWalk procedure/function can (in theory) be able to run even after failing one of these random events.
Currently, when SRL is unable to solve one of these "failable" randoms, it logs out and deactivates the player that is stuck inside the random event. For now, I am working on two different scripts which both include deathwalk in some form. I COULD spend time on editing random event handling, but I know that there are many other scripts that do contain deathwalk, and it would be a shame if not every single of them used those possibilities to it's maximum.
So, basically, my suggestion is that a variable gets added to SetUpSRL, (like the LogOutOnMod, thanks for that one ^.^) something like a "LogOutOnFailedRandoms" boolean, which by default is set to true. If a user sets this to false, script will - if unable to successfully handle current random - purposely fail the current random, (if, and only if it is a "failable" random) the character will get teleported somewhere, the script will call it's deathwalk procedure/function, and the character will resume autoing.
And, here is the "+ more.." part; my thoughts on handling new/updates boxes, lamps and alike.
From: EvilChicken!
SRL should be capable of deactivating players who have failed a box or a lamp random. For example, if SRL doesn't recognize a new box or lamp, the player should time out (since it isn't certain that the coordinates for the new "close" button matches the old one, if you understand) and get set to inactive.
Post your thoughts/opinions, and feel free to ask if there was something you didn't fully understand.