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TGH Beginner
Joined: 22 Nov 2025 Posts: 14
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Posted: Mon Nov 24, 2025 5:23 pm
Mapping and moving in Aardwolf |
As aardwolf sends out roomnumbers (gmcp.room.num) can anyone think of an elegant way to fix mud travel to the number?
I tried slow walking but, on some occasions, the walk is ending a room or two short. Safe walking has the opposite effect in that I will have sent the location forward a room or two and find that a cursor move in a direction is not possible as the path doesn't leads that way. A look will return the location to the correct room.
In reality, when an area has many rooms with the same name (and descriptions), verifying a walk with fixed room numbers seems the best choice. |
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TGH Beginner
Joined: 22 Nov 2025 Posts: 14
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Posted: Sun Nov 30, 2025 7:25 am |
Also, my onZoneEntry event was not firing on every new zone. I had to make a GMCP trigger to fix it, making the onZoneEntry event redundant. If the onRooMEntry event misfires also, I shall have to make that a deader.
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shalimar GURU

Joined: 04 Aug 2002 Posts: 4790 Location: Pensacola, FL, USA
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Posted: Mon Dec 22, 2025 12:06 pm |
i believe the prebuilt events used enter, not entry, so that could just be a typo issue
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TGH Beginner
Joined: 22 Nov 2025 Posts: 14
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Posted: Tue Dec 23, 2025 8:14 am |
They do, my spelling of the actual event was not (is not) the problem.
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shalimar GURU

Joined: 04 Aug 2002 Posts: 4790 Location: Pensacola, FL, USA
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Posted: Tue Dec 23, 2025 12:11 pm |
I usually verify my room entry with the exits line:
#TR {Obvious exit{s|}:} {#OK}
#OK tells the mapper I have arrived. and it updates the dot if there are any movements queued.
(dont forget to include the outputs for when you are blinded or its too dark)
If its not recognizing your movement command, and you are being supplied the number anyway, you could just:
#TELEPORT number |
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TGH Beginner
Joined: 22 Nov 2025 Posts: 14
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Posted: Mon Dec 29, 2025 4:29 pm |
I am not sure half of the stuff works.
Most obvious is that if I am doing a speedwalk and get attacked on the way, the text "Not while you are fighting" shows for a failed movement. Multiply this by the remaining number of steps for the walk. So I made a trigger to #NODIR 1, expecting this to abort the walk and remove all steps but it does not and I still see a slew of "Not while you..." messages. Or, am I also missing something with this? Priorities maybe?
As for room thingy, I made a trigger for gmcp.room.info.num and compare that to current room var, if same ignore, if diff then #OK and current room = new room kind of thing. |
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shalimar GURU

Joined: 04 Aug 2002 Posts: 4790 Location: Pensacola, FL, USA
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Posted: Fri Jan 02, 2026 3:23 am |
If that is a common issue, you should stick the mapper into slow mode, then it only tries to move one step at a time, and you will only get a single failure.
If you set up an #OKAY trigger as well, that also prompts for the next step in your path.
Oh, make sure to reconfigure the mapper, so it takes the new triggers into account for room recognition |
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TGH Beginner
Joined: 22 Nov 2025 Posts: 14
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Posted: Fri Jan 02, 2026 8:21 am |
"make sure to reconfigure the mapper, so it takes the new triggers into account for room recognition" doesn't that come back to my original question?
To configure the mapper to actually use gmcp-provided room numbers and not its own (which does confuse the crap out me) is still a mystery.
It is a pain to try and remember which is which between vnum roomnum and roomkey. Especially when I am not actually certain that vnum in cmud is the same as vnum via gmcp. |
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shalimar GURU

Joined: 04 Aug 2002 Posts: 4790 Location: Pensacola, FL, USA
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Posted: Fri Jan 02, 2026 2:19 pm |
You need to make #TAG triggers for those
those help to tell the mapper which bit is what. (including vnums)
You said you already had to make some GMCP triggers, those would hold the appropriate #TAG command as well
to reconfigure the mapper, there is an option under config on the map window, just follow the instructions on screen.
| help file wrote: |
GMCP Mapper usage
The CMUD mapper uses the data send via the Room.Info GMCP package. The Name data is used for the room name, the Exits data is used to set the exits for the room, the Desc data is used for the room description, and the Num data is used for the vNum of the room on the map. No other GMCP data is currently used, but you are free to use the other data in your own GMCP trigger to set room colors based upon terrain type, or many other enhancements.
Since the actual Num field sent via GMCP might differ from the vNum stored in existing (old) maps, CMUD v3 has a feature to automatically update the vNum of rooms on your existing maps as you walk around in Map mode and Safe or Slow speedwalking mode. In Fast mode, the vNum will only update if you move one step at a time. In Safe mode you can actually double-click on the map to speedwalk and each room along the path will get its vNum updated.
A new flag is available in the Room Properties to determine if a room has had a proper vNum saved via GMCP and is also available via the %roomload function for scripting.
If the "Use vNum to match rooms" option is enabled in the Speedwalking page of the Map Properties, the mapper will use the Num data from GMCP to determine which room you are in on the map if CMUD can find a room with a matching saved vNum. You can turn this option off if you perform your own complex scripting of what room you are in.
In the Appearance Map properties you can enable the "Color rooms without Real vNum" to display the rooms that still need to have their vNum data updated via GMCP. You can change the color used for this feature in the Map Properties also.
The Mapper works so well with GMCP that players are encourage to re-walk their maps to get the correct vNum data set. This will make the mapper much more reliable and will make it much harder to get lost. |
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TGH Beginner
Joined: 22 Nov 2025 Posts: 14
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Posted: Fri Jan 09, 2026 7:14 pm |
I don't see any number tag option (like desc, exits, etc)
The vnum thing in configonly seems to specify using that instead of roomid when scripting not in the mapper. |
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shalimar GURU

Joined: 04 Aug 2002 Posts: 4790 Location: Pensacola, FL, USA
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Posted: Sun Jan 11, 2026 12:27 pm |
vnum is one of the options there in #HELP #TAG
Rooms are typically numbered in creation order.
Both client side and server side.
Odds are you didnt map in the same order as the game admin created the areas.
This is where vnums come into play, so you can make your roomnumber match the games roomnumbers.
This is just so the game and the client are talking about the same spot.
The mapper is a major scripting tool in itself. |
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TGH Beginner
Joined: 22 Nov 2025 Posts: 14
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Posted: Tue Jan 13, 2026 8:50 am |
I see (I assume) #TAG vnum but the documentation for %roomvnum states "Same as mapvnum. Convert current filter room number to a virtual room number. The absolute number for rooms ranges from 1 to %numrooms. All of the other room functions require a virtual room number or id, rather than the filter number. " which is for map queries, isn't it?
...and also states that %roomvnum is the same as %mapvnum. How is this not ambiguous and confusing?
The entire issue of room numbers is a bit of a mess with mapper numbers, roomkey, vnumber, roomid (as a number) and whatever is actually a mapfilename.db index number.
If I trigger for room.info.num (GMCP) and I suggest that this is assigned to #TAG vnum, is it actually applying this to ... %roomnum, %roomvnum, %roomid, %mapvnum? |
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shalimar GURU

Joined: 04 Aug 2002 Posts: 4790 Location: Pensacola, FL, USA
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Posted: Thu Jan 15, 2026 1:40 pm |
I never got that deep in the mapper, but according to the help file the two vnum functions return the same result. likely retained for backwards compatability
they are the respective listorder of the room after %mapfilter, %mapquery, etc
%roomnum is creation order
%roomid is the string/list of short names you have to manually provide |
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