[MUD-Dev] Containing automation?

Koster Koster
Mon Aug 2 10:41:20 CEST 1999

> -----Original Message-----
> From: Ola Fosheim Gr=F8stad [mailto:olag at ifi.uio.no]
> Sent: Friday, July 23, 1999 1:08 PM
> To: mud-dev at kanga.nu
> Subject: Re: [MUD-Dev] Containing automation?
> "Koster, Raph" wrote:
> > A more advanced form of this mined memory in order to get=20
> data the user
> > wouldn't normally have, in order to generate a packet using=20
> a wedge. For
> > example, when you target something, you send back a packet=20
> with the id# of
> > the object being targeted with the mouse on your screen and=20
> the id of the
> > particular targeting you were doing (eg, targeting with a fireball,
> > targeting with an arrow, whatever). Players used this to=20
> spam the server
> > with fireball targeting without actually having received=20
> the prompt to
> > target first--without mousing over and clicking on them.=20
> Essentially a
> > quickie hotkey instatarget. A semaphore fixed this, but=20
> when you consider
> > the zillions of places where you need to set up semaphores,=20
> it's easy to see
> > why it was missed.
> How did a semaphore fix that?=20

Their "object targeted" packet was only accepted if they had been the
recipient of a "you may target" packet for the same spell/action.

We also proceeded with adding hotkey targeting to the client, since it =
clearly a feature in demand. :)


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