/travelto¶
Provided by a script
/lua run travel
/travelto. It can
also be run one-shot: /lua run travel <destination text>, queued as its
first job. The registered command name differs from the script's own name
(travel) — see Why /travelto, not /travel
below.
Syntax¶
/travelto <destination text>
/travelto status
/travelto clear
Description¶
Relay receiver that commits a fast-travel map destination on this client by display label, against this client's own observed destination list. Nothing but the label text crosses the wire.
Options¶
- <destination text> — The whole rest of the line, verbatim (labels
contain spaces), exactly as
/maptravel listprints it, e.g.Freeport 4. Queued as a job; jobs run one at a time, in the order they arrive. - status — Print the resident worker's queue depth, in-flight job, and done/failed/dropped counters.
- clear — Drop every queued job. A job already in flight still finishes.
Why /travelto, not /travel¶
The client's own command hook swallows any typed line whose first token
matches clockwork's registry. Registering a name the game might already own
would silently break that native command for as long as this script is
resident, and /travel is exactly the kind of verb the game plausibly owns.
/travelto is unmistakably clockwork's — the script itself keeps its own
name (lua/travel.lua, lib.travel), only the registered command differs.
Commits happen on the fast-travel map (eq2.travel.map_select), the
same underlying primitive as /maptravel — /maptravel
remains the lighter path when you already know you want the map on the
client typing the command, since it skips the peer relay entirely.
Examples¶
/lua run travel
/travelto Antonica
/travelto status
Leader relays the pick, each peer resolves the label against its own destination list:
/dge /travelto Freeport 4
See also¶
- Writing a peer-relay receiver
eq2.travel.*— the binding surface, includingmap_select./maptravel— the local, non-relay command for the same commit.lib.resident— the queue-plus-worker shape this script is built on.