1 Time occurrences

Pressence
25 Apr 2008, 12:49
okay,

(no one has replied to this particular question. I'm just using the same thread every time, so that I don't take up a lot of space with my many questions. Don't be fooled by the amount of replies. I still need your help :) thanks.)

I'm having another problem, lol, right the noob.

I want a message to display once at the top of the screen. The player hears a scream in the middle of the night, and wakes up, but I don't want them to hear that scream every time they type look. I tried modifying the look property, but my description was too long for the field (which should be able to handle infinite text by the way, lol), so what should I do?

Freak
25 Apr 2008, 17:50
Open the .asl file with a text editor, and paste the relevant code.

Pressence
26 Apr 2008, 09:16
Yeah, I got the program so I wouldn't have to mess with code. If you're talking about C+, or anything like that, that's way out of my league, lol.

I'm burnt, I should have tried this before I posted. I just deleted the object, and added again. Everything works fine now.

Thanks,
Jeremy.

paul_one
26 Apr 2008, 22:13
Well, two things spring to mind:

Why should it ONLY apply to that object? ... surely if a player types "burn the thatch egg" s/he should also be able to type "burn the sculpture" too.
The whole point of verbs is that you make a command executable to everything which has a 'burn' property/action.. Those that don't simply have a message printed out which says (that you actually type in) 'you can't burn that'.

That was number one.

Number two, is that verb's are used for multiple objects.. If you want an action on only one object (erm, sproogle the fillivoxunt) then you only need to create a command for that one object.

And don't worry about the 'code' that we ask for on the forums.. It is called 'ASL', it's the game file you save to, and it's very simple.

Pressence
27 Apr 2008, 09:52
sorry, I didn't describe the issue very well, lol.

the problem is the player isn't supposed to be able to try the verb, because he doesn't have the object yet. I guess I want the verb to say two different things. One for when he's not holding the object, and one for when he is. Would that be done with flags, or switches?

Pressence
27 Apr 2008, 13:59
paul_one wrote:Well, two things spring to mind:

Why should it ONLY apply to that object?


well I have a scene where a doctor is giving the player medication, and the player can type the eat pill command before they even take it from him first, but I guess it does work either way. Kinda makes sense both ways doesn't it? lol

paul_one
29 Apr 2008, 21:28
Using a normal verb, when an object doesn't have the right action then the message is displayed "you can't do that"...

So verbs are perfect.