Author Topic: TrailMyx's Master Rail Engine/Developer  (Read 150838 times)

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Offline TrailMyxTopic starter

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Re: TrailMyx's Master Rail Engine/Developer
« Reply #150 on: June 12, 2012, 07:00:33 PM »
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And logged back out.

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Offline UoLugnutz

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Re: TrailMyx's Master Rail Engine/Developer
« Reply #151 on: June 13, 2012, 07:09:01 AM »
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Thank you for the quick and incredibly detailed response! I'm once again going to be tied up with RL so will not be able to test right away but will shortly. The information posted I'm sure will be more then enough to figure out the error i seem to be making when I get back to trying it.
The great support to a very basic question is greatly appreciated!!
Thanks!

Offline TrailMyxTopic starter

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Re: TrailMyx's Master Rail Engine/Developer
« Reply #152 on: June 13, 2012, 08:17:15 AM »
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I was kinda curious since I hadn't played with it for a long time and wasn't sure if UO or EasyUO broke something.  You'd be probably 1 of 3 people I know that have used the callback feature (Superslayer and myself being the other two) so it doesn't get much use.

Anyhow, hopefully there's enough detail there to make sure all the syntax is correct as well as the file locations.

I did notice that the rail creator didn't actually test the rails very well, so there's something I should look at.
« Last Edit: June 13, 2012, 08:21:16 AM by TrailMyx »
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Re: TrailMyx's Master Rail Engine/Developer
« Reply #153 on: June 16, 2012, 05:01:42 AM »
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Going to start playing around today so loaded up the example and received a rail error and noticed

Code: [Select]
call %railsubs TM_RunRail trinsic 0 END FW
And changed it to

Code: [Select]
call %railsubs TM_RunRail LABEL1 0 END FW
Worked like a charm! I always hated Trinsic  :)


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Re: TrailMyx's Master Rail Engine/Developer
« Reply #154 on: October 10, 2012, 07:10:40 AM »
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Is there a way to slow a rail down so it dont seem to be running in between the locations in a rail other than changing the timer. All that seemed to do is slow the walk between the locations along the rail.

Offline TrailMyxTopic starter

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Re: TrailMyx's Master Rail Engine/Developer
« Reply #155 on: October 10, 2012, 08:04:38 AM »
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Each waypoint is capable of running or walking.  But remember that event pathfind determines this by the mouse position, so to run the mouse will be moved farther away from your character.  This makes it difficult for you to use your computer because the script will take control of your mouse.  That's why we always recommend that you use rail scripts like this from within a virtual machine so it can de-couple the physical mouse from the virtual machine.  You can even minimize the VM and the script will happily work.
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Re: TrailMyx's Master Rail Engine/Developer
« Reply #156 on: October 10, 2012, 04:42:57 PM »
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you can change the setting Always Run to on and off.

event macro 32

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Offline TrailMyxTopic starter

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Re: TrailMyx's Master Rail Engine/Developer
« Reply #157 on: October 10, 2012, 04:44:15 PM »
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oh yeh, I forgot about that! 
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Offline madatu

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Re: TrailMyx's Master Rail Engine/Developer
« Reply #158 on: October 10, 2012, 04:46:18 PM »
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Very smart EndlessNight will give that a try

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Re: TrailMyx's Master Rail Engine/Developer
« Reply #159 on: October 11, 2012, 08:54:08 AM »
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Very smart EndlessNight will give that a try


Was fresh in my memory .. as when i updated my charactertool box to make all my characters goto luna bank I noticed some ran some walked... diff was 1min per char or 3-4mins .. when you got a few 100chars to do that extra few mins is alot of time.
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Re: TrailMyx's Master Rail Engine/Developer
« Reply #160 on: November 03, 2012, 04:38:11 PM »
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Thanks for the awesome contribution TM ....Gonna give this a whorl in Heartwood
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Re: TrailMyx's Master Rail Engine/Developer
« Reply #161 on: November 25, 2012, 01:47:50 PM »
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I just finished writing my very first script - a quester for the Naturalist quest. It says a lot about this script and all of the tools and support documentation that you've provided that I was able to figure it out. Thanks for provided such fabulous tools!

Offline TrailMyxTopic starter

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Re: TrailMyx's Master Rail Engine/Developer
« Reply #162 on: November 25, 2012, 02:15:18 PM »
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Awesome!  Glad to see someone else is using this!
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Re: TrailMyx's Master Rail Engine/Developer
« Reply #163 on: February 12, 2013, 09:41:31 PM »
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TM,   


    I have been trying to write a small rail. I have successfully wrote one i believe. I have read the pdf setup. Can the engine actually walk me around or does it need to be put into another script for any walking to happen. I have tried it in the root drive C:\  and looking in the easy uo.exe location by Railname.txt. If it will walk me where do i put in the script.

Offline TrailMyxTopic starter

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Re: TrailMyx's Master Rail Engine/Developer
« Reply #164 on: February 12, 2013, 09:47:47 PM »
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Can you post the code you are referring to?  Generally, you need a little script that initializes the rail engine and sends the rail to the rail engine to run.  There is a mode that you can run (the "server" mode) that allows the rail engine to run the rail for you.  But still you need a little extra script that initializes the engine, loads the rail and executes the movement.  There is some sample code in the PDF file that should still work OK.

This post actually has some sample code you might look at:

http://www.scriptuo.com/index.php?topic=16.msg83988#msg83988
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