The Players Corner Archive

Matchwait

Does anyone know if matchwait will cause your script to slow down if you use it after every string of matches, because i've writen a marvelous looping spectre script and it has a total of a 1 second pause for each entire room, yet it take appx. 4 seconds of time in each room, i was wondering if anyone would know if using matchwait after every set of matches is slowing my script down...

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BeNappy
Da Nappiest reg

Granted, each command takes a certain time by the script engine, but the matchwait stuff is pretty fast. Care to post a portion of the script? It might have something to do with the what your matching, not neccesarily the command itself.

Pause is usually uneccesary if your using a match set.

'lood

reg

This is the baic funtion of my whole script for some reason it seems to spend way to much time in each room and and i cant get it to speed up. i was wondering what might be slowing the script down and how i might have better directional advice, each room has diffent directions so i could identify each room by their directional value only ie. northwest southwest whatever, but i was wondering how i might speed the script up.
goto look

look:
pause .5
put look
match room1 Obvious exits: northeast, southeast.
match room2 Obvious exits: south, northwest.
match room3 Obvious exits: southeast, down.
match room4 Obvious exits: east, southwest, up.
match room5 Obvious exits: west, up, down.
match room6 Obvious exits: north, up, down.
match room7 Obvious paths: east, down.
match room8 Obvious paths: west, southeast.
match room9 Obvious paths: northwest, southwest.
match room10 Obvious exits: northeast.
match room11 Obvious exits: up.
match room12 Obvious exits: none.
matchwait

room1:
save 1
pause .5
put look
match move1 Also here:
match move1 Also in the room:
match main Obvious exits:
matchwait

move1:
move se
goto look

Diffrent rooms and moves
.
.
.
.
.
.
.
main:
put look critter
match dead It is dead.
match kill It is your typical critter
match move%s I could not find what you were referring to
matchwait
.
.
.
and a simple resting and looping method

anyone see any flaws making this script take 4-5 seconds in each room.... reg

what id do is take out all the pauses

what i do so the script wont trip up, is doing something like waitfor Obvious exits:

You can put that right under the move labels.

Also, using put instead of move saves time.

in my opinion, you should only use move for strictly movement scripts.


hope that helps

'lood reg

I figured id better mention this. Since yours has both paths and exits, you can either do a simple match set, or do a waitfor Obvious, then possibly a Waitfor . [period]

'lood

[This message has been edited by kelood (edited 06-24-2001).] reg

Thanks for all your help..., it has made a diffrence... i'm still workin on getting the waitfor to work... for some reason when i make it waitfor obvious or (.) [period] it misses it sometimes and gets tripped up, but when i 'look' in the room manually it resumes.

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BeNappy
Da Nappiest reg

movewait:
match move Obvious exits:
match move Obvious paths:
matchwait


try that type of thing if the waitfors arent working for you.

'lood
thanks btw, was starting to feel lonely in the script section reg