#PathState
- Set by
Path,path Avoid,path Block,path Can,path Check,path Clear,path Find,path From,path Get,path Go,path Link,path Set,path Step,path Stop,path Unblock,path Walk
Also searchable as: #PathState · PathState · path result · path error
#PathState says how the last path command went:
| Value | Meaning |
|---|---|
ok |
It worked. After path find: a route was found. |
nopath |
There is no way to the goal. |
budget |
The search looked at maxnodes places without finding a way (see path set). |
timeout |
The search took longer than timeout, or a walk ran out of its timeout. |
stopped |
You pressed Stop during the search or the walk, or path stop ended the walk. |
blocked |
path can: nothing to stand on there. A walk: the way was cut, and no other route was found. |
walking |
path step: the walk goes on. |
arrived |
A walk got there. |
failed |
A walk couldn’t get on: the character stood still for 15 seconds, got no closer to the goal for 30, or every step was refused. |
link |
A walk stopped on the start of a link it can’t use by itself, a gate or a ladder. |
noclient |
No client is attached, and no path from is set. |
nomap |
The client’s folder lacks the map files of this facet. |
error: … |
The arguments are wrong; the rest says what. |
It reads N/A until the script runs its first path command. A path line never stops the script, so
check #PathState after the commands that matter.
Example
Section titled “Example”path find 1434 1699if #PathState <> ok display ok No route: #PathStatehalt