Author Topic: TrailMyx's Master Rail Engine/Developer  (Read 135943 times)

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Offline KilroyIsDead

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Re: TrailMyx's Master Rail Engine/Developer
« Reply #30 on: June 09, 2009, 01:35:06 PM »
+1
ok, I'm gonna use this rail engine for this

Basic algorithm
if follow path at each waypoint do the same call back
ScanForTameables

I'm not sure how to make that work though because whan I save teh file I don't see my callback procedure in the file.  They contain the TrailMixCB1 thru TrailMyxCBn

What am I missing?

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Offline TrailMyxTopic starter

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Re: TrailMyx's Master Rail Engine/Developer
« Reply #31 on: June 09, 2009, 01:52:57 PM »
+1
Well, when you record the rail, be sure to record it and change the DefaultCB label to your scan function.  Also uncheck the index box (or else you get that indexed for each label).  The only problem I don't see, is to default to the "Move+Callback" for each waypoint.  That's an easy fix, and I'll post that today.

When I wrote this, I didn't envision the same callback being run each time.  However, that certain is a possibility.

Check back soon and I'll have the appropriate update.

Interested in seeing your script this is based off of, I haven't even written a project using this mode yet.  I just scripted it since it seemed like a good idea.

For my tamer, I use this rail engine, but in server mode.
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Offline TrailMyxTopic starter

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Re: TrailMyx's Master Rail Engine/Developer
« Reply #32 on: June 09, 2009, 01:59:39 PM »
+1
Actually, the more I look at the code, the more I think I had intended this to default to what's on the display.  It's just a fixable bug.  ;)
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Offline TrailMyxTopic starter

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Re: TrailMyx's Master Rail Engine/Developer
« Reply #33 on: June 09, 2009, 02:08:44 PM »
+1
Ok, updated to 0.55c.  You should be able to select what function you want before you run the rail record.  It will note that selection for each waypoint.
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Offline KilroyIsDead

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Re: TrailMyx's Master Rail Engine/Developer
« Reply #34 on: June 09, 2009, 02:33:01 PM »
+1
I agree you didn't plan for me to call the same sub but I made a boneheaded error

I forgot to put the
;=================================================================
;--------------------  Call interface by TrailMyx  ---------------
;=================================================================
In my script so it was passing straight through.

My 250 point collector had a home grown path, but I figure I have to use this to make it more mobile

I think we're set; should have MGTimber wolves published shortly
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Offline TrailMyxTopic starter

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Re: TrailMyx's Master Rail Engine/Developer
« Reply #35 on: June 09, 2009, 02:35:36 PM »
+1
Well now at least you should be able to default to the same function for each waypoint instead of having to hand edit each waypoint.  Hope it works for ya.  It's been a while since I tested that mode of operation.  Hope it won't be too "jerky" due to the stopping/starting as the callback function runs.  If your #LPC is high enough, you should be OK.
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Offline KilroyIsDead

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Re: TrailMyx's Master Rail Engine/Developer
« Reply #36 on: June 09, 2009, 05:18:27 PM »
+1
Uncle!

Where does the callback file go?

I can't use the explicit location
c:\her\there\whereever
I tried same folder as easyuo.exe
I tried the same folder as the tm_rail server

I keep getting unable to load callback file

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Offline TrailMyxTopic starter

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Re: TrailMyx's Master Rail Engine/Developer
« Reply #37 on: June 09, 2009, 05:57:23 PM »
+1
Are you running Vista? XP?
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Offline KilroyIsDead

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Re: TrailMyx's Master Rail Engine/Developer
« Reply #38 on: June 09, 2009, 05:59:47 PM »
+1
XP
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Offline TrailMyxTopic starter

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Re: TrailMyx's Master Rail Engine/Developer
« Reply #39 on: June 09, 2009, 06:05:41 PM »
+1
Take a look at the rail file that's generated to see what the callback path is set to.  I can't look into it right now, but I'll have more time this evening.
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Offline Superslayer

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Re: TrailMyx's Master Rail Engine/Developer
« Reply #40 on: June 09, 2009, 06:16:25 PM »
+1
FYI Kilroy, be sure to not make your file names too long.  I use XP as well and have recently discovered that writing privileges are revoked when the file name is too long, not sure how many characters, but I had a hell of a time trying to figure out what was going wrong when I went to save a rail.

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Re: TrailMyx's Master Rail Engine/Developer
« Reply #41 on: June 09, 2009, 06:46:27 PM »
+1
That's right, you had pathnames that were confusing XP at one point.  I forgot about that.
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Re: TrailMyx's Master Rail Engine/Developer
« Reply #42 on: June 09, 2009, 08:40:37 PM »
+1
Did you figure it out?  I was looking for my test code, but I'm not seeing it.  I have over 1K scripts in my script directory, so sometimes it's hard to find items, especially custom test code.
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Re: TrailMyx's Master Rail Engine/Developer
« Reply #43 on: June 11, 2009, 02:18:44 PM »
+1
Ok Kilroy, I remember why I put the Zaxis check in there.  Suppose you have a rail that runs around your keep/castle.  If you try to goto the closest waypoint without checking the zaxis, you might pick a waypoint that's one level above.  That's also why I leave the scaling alone too because the zaxis has a 10 times greater size as you go from level to level.  FYI
« Last Edit: June 11, 2009, 02:25:56 PM by TrailMyx »
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Re: TrailMyx's Master Rail Engine/Developer
« Reply #44 on: June 13, 2009, 07:25:05 PM »
+1
And just as on land as in a house, the Z-axis's can, and do, change from 3 to 6 to 12 rather quickly. It can only take one tile at times to hit an error. I found that my rail throughout all of Malas has loads of high and quick Z-axis changes that required me to use the pathfind. Good thing too is that the pathfind feature when turned on, will also be on when running the rail BW and/or FW.