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path Walk

Sub-commandPathfindingNeeds clientNew in Reforged
path walk [timeout]
Sets
#PathState, #PathCnt, #PathX, #PathY, #PathZ, #PathDir

Also searchable as: path Walk · follow route

path walk walks the route path find planned, to the goal it was planned for. The script waits until the walk is over, as for path go, and #PathState then says how it went: arrived, blocked, failed, link, timeout or stopped (see path go).

path find 1434 1699
if #PathState <> ok
halt
display ok #PathCnt steps to the bank
path walk
halt
Parameter Meaning
timeout Give up after this long: ticks of 50 ms, or seconds followed by s. Without it, there is no time limit.
  • The character doesn’t need to stand at the start of the route: the walker finds it anywhere on the route. Off the route, for example after path from, it plans again from where the character stands, to the same goal.
  • After a walk path step started, path walk carries it on and waits for its end.
  • After a walk that ended with link, timeout or stopped, path walk goes on toward the same goal, from where the character is now.
  • Before any path find or path go, there is nothing to walk: #PathState is error: ….

How the walk works, and what it sees, is described on path go.

New in EasyUO Reforged.

See also