I was looking at the example at http://www.virindi.net/wiki/index.php/V ... eta_System and it made sense so I coded it up.
However I soon noticed it did not handle death on the run back or lag ideally. Monsters killing the toon during the runback in the dead state is not handled. Nor is lag which could cause the enablenav to fail totally.
I see some meta's use what I think is a combination of three rules to combat lag:
1) Seconds in state >= 1
2) All: (Portalspace Exited, NOT Landblock == xxxxxxxx)
3) All: (Landblock == yyyyyyyy, Seconds in state >= 3)
What is the proper way of detecting if the toon is out of portal space and in the right/wrong area? I'm thinking there are some universal snippets to handle this.
Also does anybody want to "robustify" the above script so it handles all the error cases?
Portal back and run to location after death?
- HellsWrath
- Site Admin
- Posts: 389
Adding death functionality for every state is quite easy
Your dead state should begin with turning on all necessary /vt opts and loading a recall navroute to return to your location. Upon arrival it switches back to your hunting or default state or however you have it built.
This can all be done in 2 rules if you use an All: rule for the options/nav load
Once you have the dead state built all you need to do is add a a single rule to every state where death is a possibility:
Handling route changes/portaling I normally just use a Landcell detect. Lag hasn't been a huge issue but you can definitely add more protection.
Your dead state should begin with turning on all necessary /vt opts and loading a recall navroute to return to your location. Upon arrival it switches back to your hunting or default state or however you have it built.
This can all be done in 2 rules if you use an All: rule for the options/nav load
Then have your back state turn on combat/looting and load your navroute etc etc etcDead state -- Always -- All:
[chat command: /vt opt set enablenav true]
[chat command: /vt opt set enablebuffing true]
[load embedded navroute: ReturnToHunt.nav]
Dead state -- Landcell==?? -- Set Meta State: Back
Once you have the dead state built all you need to do is add a a single rule to every state where death is a possibility:
Character Death -- Always -- Set Meta State: Dead
Handling route changes/portaling I normally just use a Landcell detect. Lag hasn't been a huge issue but you can definitely add more protection.
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