ScriptUO
Official ScriptUO EasyUO Scripts => Script Debug => Topic started by: Grandewd on September 23, 2014, 01:36:18 PM
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Hi all,
I'm using the code below to make certain I get to the coords in event pathfind. It seems to work fine, but wondering if there are any issues doing it like this:
top:
event pathfind 2149 1415 -23 3s
wait 1s
if #charposx <> 2149 && #charposy <> 1415
{
wait 10
goto top
}
else
halt
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Most pathfind function work like this. Sometimes you can put a timer in there to make sure you actually make it to where you're going. If you don't make it to the coords in a given amount of time, you can try another set of coords. Just something to think about.
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Hey TM...
Yea, you're right about alternative coords and waits of course. If I were pathfinding around a dungeon or somewhere where unexpected stuff might get in the way, then I'd have alternatives. Most my pathfind scripts are for running around my 5 houses, etc. so I generally know there's no reason to not get there.....
;)
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Usually you will want to use A Move Command with event pathfind as your backup plan. This will give you smoother Movement across Uneven Z Terrains( Like in T2a)
Move %X %Y 0 3s
if #Charposx <> %X || #Charposy <> %Y
{
Event Pathfind %X %Y
set %Time_Limit #scnt + 5
While ( #Charposx <> %X || #Charposy <> %Y ) && %Time_Limit > #Scnt
wait 1
}
Untested code, but just showing concept of Move with a backup Pathfind.