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 Furre tracking

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Heimdall
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PostSubject: Furre tracking   Wed Apr 14, 2010 6:26 pm

(Yeah, I'm posting a lot of these topics, I know. :p But they're all related to the dream/DS/etc so I need to get 'em answered before I start work.)

So, I wanted to have some way of tracking where people are in the dream. I will NOT track individual people. Rather, you'll be able to say !where or something and it'll spit out an emit like this:
- 0 furre(s) in the Porthole Pub
- 2 furre(s) in the town hall
- 1 furre(s) in the mines
etc etc.

This way, people would be able to find other people easily, without compromising too much privacy. (There are no super-secret areas, anyway... I mean, if you're having a private RP in an inn room or something, someone would still be able to find you, y'know?)

Does this bother too many folks? I think it's a safe way of keeping track of where people are so everyone can find RP!

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Edward
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PostSubject: Re: Furre tracking   Wed Apr 14, 2010 6:33 pm

I love this idea very much! It's very handy, and I think it'll be great and really encourage appropriate RP. If you play a healer, for example, you can sit around at your post like your character should be doing IC--this'd be boring normally, but with a way to see you're in the infirmary, somebody will be able to notice that and come along to join you.

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PostSubject: Re: Furre tracking   Wed Apr 14, 2010 7:31 pm

I love the idea too. *nodnod, doesn't bother reitterating what's been said 'cause she agrees*

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Ulrin Lightbringer
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PostSubject: Re: Furre tracking   Thu Apr 15, 2010 4:04 am

This is awesomesauce. Will save my F4 key from wearing too soon XD
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PostSubject: Re: Furre tracking   Thu Apr 15, 2010 5:17 am

Sounds very good. Dis idea is lieked.
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PostSubject: Re: Furre tracking   Thu Apr 15, 2010 8:36 am

Wow, thats an great idea! So often I walked arround the keep, searching for people....now you can even stay in places, and wait that people walk into you for Rp!
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PostSubject: Re: Furre tracking   Thu Apr 15, 2010 11:50 am

nice
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PostSubject: Re: Furre tracking   Thu Apr 15, 2010 12:24 pm

"thumbs up for furre tracking"
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Heimdall
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PostSubject: Re: Furre tracking   Thu Apr 15, 2010 2:13 pm

It'll be harder than I originally thought, but I'll keep trying!

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PostSubject: Re: Furre tracking   Fri Apr 16, 2010 12:54 am

correct me if I'm retarded, but wouldn't just adding in some extra shit to door code achieve the task by segmenting off "areas," basically?

Code:
(0:7) When somebody moves into position (entrance),
            (5:302) take variable %furresInArea and add 1 to it.
            (5:14) move the triggering furre to (into area) if there's nobody already there.

(0:7) When somebody moves into position (exit),
            (5:304) take variable %furresInArea and subtract 1 from it.
            (5:14) move the triggering furre to (out of area) if there's nobody already there.

(0:38) When a furre says or emotes something with {!where} in it,
            (5:200) emit message {There are %furresInArea furres in <Area>.} to the triggering furre.

you would just have a variable for each area and apply it to all the entrance and exit codes for the particular areas. for an outdoor area you'd probably handle it with some area codes, ya?

Code:
(0:1) Whenever somebody moves,
      (1:80) and the triggering furre is within the rectangle (#,#) - (#,#),
            (5:302) take variable %furresInArea and add 1 to it.

(0:1) Whenever somebody moves,
  (1:181) and the triggering furre is not within the diamond (#,#) - (#,#),
            (5:304) take variable %furresInArea and subtract 1 from it.
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Heimdall
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PostSubject: Re: Furre tracking   Fri Apr 16, 2010 9:01 am

Yeah Dan, that's the easy part. The problem is teleporting and summoning and such. But I think I found a way--I was just being a 'tard. Teleporting will be the hardest to implement.

Your latter code wouldn't work, though--that'd add one EVERY TIME someone moves! So it'd be harder to implement.

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PostSubject: Re: Furre tracking   Fri Apr 16, 2010 10:58 am

yes I suppose so. there isn't really a good string for handling furre tracking in a segmented area without running a hozillion checks. :S
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PostSubject: Re: Furre tracking   Fri Apr 16, 2010 3:34 pm

Ulrin posed a sadface observation: there's no real way to track furres who `follow another furre from across the map. (You know how that happens? You `lead someone who's far away and they zap over next to you.)

There's basically just no triggers that can go off when this happens, and there's no triggers that are like "When a furre somehoe appears in area {x,y}-{x,y}" and whatnot. Since that can severely bork things, I'm going to hold off on the furre tracking for now!

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PostSubject: Re: Furre tracking   Fri Apr 16, 2010 5:15 pm

D: Osh-- that's right. Ah well, that's okay-- it's something good to keep in mind in case an easy way to impliment it comes up! Luckily, the dream isn't huge like NK was, so it might be a tad easier to find folks.

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PostSubject: Re: Furre tracking   Mon Apr 19, 2010 8:40 am

Right, I've been pondering about this. People could always just use a command like !present and depending on what area they're in, the counter for that area goes up. With the counter resetting every so many time and a request for saying !present given.
That way, only people that want to be found will be found. Of course, this is a silly way that's probably more annoying than anything else XD It's also not very accurate, as a lot can change in a small time interval. (and asking people for !notpresent every time they leave would just be overdoing it ;D)

I also made a lulzier way of doing this because I was bored and have never used any cookie commands:

Code:
(0:100) When 9 seconds have passed, offset by 0,
            (5:300) set variable %furresinarea to the value 0.
(0:100) When 10 seconds have passed, offset by 0,
      (3:4) within the rectangle (#,#) - (#,#),
            (5:701) request 1 cookies for the cookie bank from any furre present, with request number 1 and message {Blablabla}

(0:51) When a furre pays cookies into the cookie bank for cookie request number 1,
      (3:4) within the rectangle (#,#) - (#,#),
            (5:302) take variable %furresinarea and add %furresinarea to it.
            (5:702) give 1 cookies to the triggering furre.

(0:52) When a furre turns down the cookie bank request number 1,
      (3:4) within the rectangle (#,#) - (#,#),
            (5:302) take variable %furresinarea and add %furresinarea to it.

Besides these obviously useless suggestions, my best bet would be to make a large array (Say a 100 or more. We'll probably never have these many furres at once) and use the variables in it for every furre that enters the dream, which contains their position.
Now every time a furre moves, substract 1 from the area variable they're in and then their new positions should be checked with the area coordinates and the proper variable should have 1 added into.

Lots of DS there, not to mention server resources (and uselessly used ones if they just stay in their area <<). But yeah, that's the best I managed to come up with so far ;p Damn DS for being so limited!
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PostSubject: Re: Furre tracking   Mon Apr 19, 2010 8:53 am

Now, the cookie one is actually sort of a good idea, Ulrin. I hadn't thought of actively making people say "present!" and such. HOWEVER, it would get REALLY annoying REALLY fast, so sadly I'm not sure if it would be feasible.

... unless it only did it when someone said !find people. As long as people don't abuse the command, it would work. We could even see who's looking for people... like this:

Code:
When a furre says {!find people}
in area {area 1}
request 0 cookies from any furre present with the message {[FURRE] is looking for people. Click either option if you're alive!"}
in area 2.. etc

When a furre responds to cookie request,
and they're in {area 1}
add 1 to %area1
same with area2, etc

When a furre says {!find people}
emit message {You look for people. There are %area1 people in area1... etc}

That actually might work. Thanks for the idea!

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Ulrin Lightbringer
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PostSubject: Re: Furre tracking   Mon Apr 19, 2010 9:18 am

Oh, wow, I hadn't even thought about replacing the timer by just doing it whenever people ask for it.
There should be a limit on it, however, on how many times you can say !find in a certain time frame. I smell abuse otherwise.
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PostSubject: Re: Furre tracking   Mon Apr 19, 2010 9:21 am

I think I could do a dream-wide timer that'll only let ANYONE do it once every 20 seconds or so. If we see that one person is doing it constantly, we can see their name and ask them to please stop.

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PostSubject: Re: Furre tracking   Thu May 27, 2010 9:38 am

My hombre Jesto gave me this. I'm putting it here so I can remember to try it when I get back: http://forums.furcadia.com/index.php?furcadia_session_id=12749-iguy-def&showtopic=55673&hl=

Now why didn't I think of that?

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PostSubject: Re: Furre tracking   Thu May 27, 2010 7:34 pm

Because it's needlessly complex thanks to lol dragonspeak.

jesus christ why can't we just have a real coding environment? its not like it's any harder to learn as far as advanced dsing goes.
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PostSubject: Re: Furre tracking   Fri May 28, 2010 4:30 am

They can just put in an extra option after 'expert', to code the thing in the actual code and not this horribly limiting DS. Just like website builders offer you to work with pre-defined templates or write the HTML yourself.
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PostSubject: Re: Furre tracking   Fri May 28, 2010 10:11 pm

Except Felorin would have to write an entirely new system to appease like... 50 people? 100? Dragonspeak may be clumsy for advanced coders, but it's not MEANT for advanced coders--it's meant for everyone. If you're really gonna bitch, go to the third-party software forum on Furc's forums and find one of the C compilers and whatnot to convert code to dragonspeak. Or shut up and deal. No other game offers this kind of power to all its players. :I

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