Overwriting Built-In Commands
GameBoy
07 Sept 2006, 18:52I'd like to see this in Quest 4.0
Take the SAY command for example. If you enter a custom command using Command <say #words#>, it should automatically overwrite the original command so that you can get it to act how you want. If this isn't possible, another way could be to have a list with all the build-in commands, and have an option where you can just edit their output script.
Here's a mock-up I made of a possible design:
http://www.quest.chronicalgames.com/images/mock1.jpg
Take the SAY command for example. If you enter a custom command using Command <say #words#>, it should automatically overwrite the original command so that you can get it to act how you want. If this isn't possible, another way could be to have a list with all the build-in commands, and have an option where you can just edit their output script.
Here's a mock-up I made of a possible design:
http://www.quest.chronicalgames.com/images/mock1.jpg
paul_one
08 Sept 2006, 13:27I think it must be a couple of Quest commands - like "say".
You can override most of Quest's commands (look, go, etc)..
You can override most of Quest's commands (look, go, etc)..
MaDbRiT
08 Sept 2006, 15:17Gameboy wrote
(followed by a mocked up dialog showing 'say' as being a built in player-usable command along the lines of look, examine, take, north etc.)
I'm puzzled by this, because I don't think 'say' is a built in player command at all. There's an optional 'speak' tag/script in objects, and a 'speak' ASL command to trigger speech synthensis output, but 'say' is just an alternate form of the msg <message here> ASL command, not a player-usable one.
That said, you can already replace a built in player command with one of your own in Quest, it isn't something that needs to be added in the next version.
Al (MaDbRiT)
I'd like to see this in Quest 4.0
Take the SAY command for example. If you enter a custom command using Command <say #words#>, it should automatically overwrite the original command...
(followed by a mocked up dialog showing 'say' as being a built in player-usable command along the lines of look, examine, take, north etc.)
I'm puzzled by this, because I don't think 'say' is a built in player command at all. There's an optional 'speak' tag/script in objects, and a 'speak' ASL command to trigger speech synthensis output, but 'say' is just an alternate form of the msg <message here> ASL command, not a player-usable one.
That said, you can already replace a built in player command with one of your own in Quest, it isn't something that needs to be added in the next version.
Al (MaDbRiT)
GameBoy
08 Sept 2006, 16:21you can't override the say command. In Elexxorine's game, you can type 'say msg', there's no way of changing what the output of the text looks like.
Elexxorine
08 Sept 2006, 17:20Madbrit, the say is a questnet only command that the player types, used for communicating.... ALEX YOU BETTER FIX THIS!!! Please?
MaDbRiT
08 Sept 2006, 23:15Elexxorine wrote:
I looked in vain to find an explanation of this command in the quest ASL reference - it isn't there! It does appear in the QuestNet version notes - sort of - although the syntax as shown therein looks "all wrong" anyway.
Surely it should (logically) be
not
as written in the version notes?
Also, it dosn't work anyway and that's not syntax related. simply put
Should capture any user input - no matter what - before it is parsed. Even with this in place the user typing 'say prayer' is going to get rewarded with
username: prayer
as output... So yeah, not only is the facility poorly documented. it is comprehensively broken too.
Disappointing.
Al (MaDbRiT)
Madbrit, the say is a questnet only command that the player types
I looked in vain to find an explanation of this command in the quest ASL reference - it isn't there! It does appear in the QuestNet version notes - sort of - although the syntax as shown therein looks "all wrong" anyway.
Surely it should (logically) be
command <say #text#; say "#text#>...
not
command <say #text#; "#text#> ...
as written in the version notes?
Also, it dosn't work anyway and that's not syntax related. simply put
command <#anything#> do <myparser>
Should capture any user input - no matter what - before it is parsed. Even with this in place the user typing 'say prayer' is going to get rewarded with
username: prayer
as output... So yeah, not only is the facility poorly documented. it is comprehensively broken too.
Disappointing.
Al (MaDbRiT)
GameBoy
09 Sept 2006, 06:10Maybe I was just talking out of my arse that day.
Alex
10 Sept 2006, 22:49I've added it to the list for the next version of QuestNet Server.
I can't think why I implemented it like that in the first place... but also I can't really think why you would need to override it?
I can't think why I implemented it like that in the first place... but also I can't really think why you would need to override it?
MaDbRiT
11 Sept 2006, 08:51Alex wrote
Cheers Alex...
Actually, that's an interesting point. As someone who has not done much with multi-player Quest (read as 'only messed about with it') I didn't look any further than 'why does it not work' - but after thinking about it, I'm not sure why/when one would want to over-ride this either.
I'd be interested to know - under what circumstances has it proved desirable to over-ride the 'say' structure?
Al (MaDbRiT)
I've added it to the list for the next version of QuestNet Server.
I can't think why I implemented it like that in the first place... but also I can't really think why you would need to override it?
Cheers Alex...
Actually, that's an interesting point. As someone who has not done much with multi-player Quest (read as 'only messed about with it') I didn't look any further than 'why does it not work' - but after thinking about it, I'm not sure why/when one would want to over-ride this either.
I'd be interested to know - under what circumstances has it proved desirable to over-ride the 'say' structure?
Al (MaDbRiT)
GameBoy
11 Sept 2006, 10:29I'd like to make the name a different colour to the text, perhaps have a different name colour depending on certain things about your character (race, level, health etc.)
paul_one
11 Sept 2006, 15:23Say "hello" to greenleaf.
'You say "hello" to Greenleaf.'
Say "wazza" quietly.
'wazza
'You say "hello" to Greenleaf.'
Say "wazza" quietly.
'wazza
Elexxorine
11 Sept 2006, 16:28Ok in by game, once you log in it changes your user's alias to your account name. Now if you type '/say words....' it puts your name as the user account, formated the way i want it.... if you go 'say words....' it does it with the name you put in before connecting, not your internally registered username and not formatted right. THAT'S why I want to be able to copletely over-ride it. And damn you should be able to!
shandlia
22 Sept 2006, 21:26I can't think why I implemented it like that in the first place... but also I can't really think why you would need to override it?
I am also looking for a way to override this. I need to be able to format it so that when a player speaks the player gets the message: You say, "whatever" and the other players in the room get the message: Shandlia says, "whatever" so that it stays more in an rp fashion. Username: Whatever gives it the feel of an IM instead of keeping it in character.
Elexxorine
23 Sept 2006, 10:44THat's what mine does... It looks a lot better to see 'You said poopy' than see yourself in the third person all the time.