?'s Info etc.
Weiand
24 Oct 2011, 06:01Greetings & Salutations Ladies & Gentlemen. Fire & Explosions.
I'm Weiand
I have Quest 5.0.1 installed & currently using said version for game development.
I have a background in V.B. which I havn't used in quite a long time & apparently have forgotten alot of.
I do get a V.B. "feel" in Quest, which does seem to make it a bit easier for me in the learning curve of Quest.
I had & have many questions about the use of Quest & the different features, which I find many answers here in the 5 forum, the wiKi & the tutu pages.
In searching here in the 5 forum, seems the older questions/answers are for the beta versions of it, which seems the answers would be outdated now.
I find 5 to be quite powerful & seeminly limitless, limited only by ones imagination & skill.
I do find that at times, I seem to add sections where it's not really needed, which is taken out after found.
Example:
A toilet in the bathroom, wanting to let the player "use" the toilet, previously I had added a print msg under the inventory tab within the use object on its own, added a verb to the verb list with the same print msg, which then puts it in the attrib's
Whereas seeing the use obj on own is unneeded to get the result that adding the verb & adding the "use" in the display list, gave me the desired result.
I did notice when creating a say command for say #text# to give a msg, then using a switch for certian words to give a different msg, that each different word was case sensitive, so I entered each word twice, first cap & first lowercase. Granted, it was only a few words, but it was a bit repetative, but nothing major.
The scenery box, for me, is just amazing. The uses of it makes things so much easier.
As well as using the scen box on a room "house" to keep all the actual rooms of the house orgainized, I found it a huge assest for what I did in the bathroom.
When entering bathroom, lights are off, giving only a descrip of being dark & can't see anything. Once light switch is turned on, descrip tells what is there as well as obj's are now listed.
Using a scen container that is open/closeable, light off sets container closed, light on sets container open, giving the feel of a dark room & lit room.
I will have many questions for the Quest 5 guru's very soon, as of yet I'm still just creating rooms, giving descriptions, using scen so player can look at floor walls etc. & getting familiar with the program itself. I'm hoping to have my first actual game ready in a couple of months.
Thank you for your time & use of space.
That thing over there was broken when I got here.
I'm Weiand
I have Quest 5.0.1 installed & currently using said version for game development.
I have a background in V.B. which I havn't used in quite a long time & apparently have forgotten alot of.
I do get a V.B. "feel" in Quest, which does seem to make it a bit easier for me in the learning curve of Quest.
I had & have many questions about the use of Quest & the different features, which I find many answers here in the 5 forum, the wiKi & the tutu pages.
In searching here in the 5 forum, seems the older questions/answers are for the beta versions of it, which seems the answers would be outdated now.
I find 5 to be quite powerful & seeminly limitless, limited only by ones imagination & skill.
I do find that at times, I seem to add sections where it's not really needed, which is taken out after found.
Example:
A toilet in the bathroom, wanting to let the player "use" the toilet, previously I had added a print msg under the inventory tab within the use object on its own, added a verb to the verb list with the same print msg, which then puts it in the attrib's
Whereas seeing the use obj on own is unneeded to get the result that adding the verb & adding the "use" in the display list, gave me the desired result.
I did notice when creating a say command for say #text# to give a msg, then using a switch for certian words to give a different msg, that each different word was case sensitive, so I entered each word twice, first cap & first lowercase. Granted, it was only a few words, but it was a bit repetative, but nothing major.
The scenery box, for me, is just amazing. The uses of it makes things so much easier.
As well as using the scen box on a room "house" to keep all the actual rooms of the house orgainized, I found it a huge assest for what I did in the bathroom.
When entering bathroom, lights are off, giving only a descrip of being dark & can't see anything. Once light switch is turned on, descrip tells what is there as well as obj's are now listed.
Using a scen container that is open/closeable, light off sets container closed, light on sets container open, giving the feel of a dark room & lit room.
I will have many questions for the Quest 5 guru's very soon, as of yet I'm still just creating rooms, giving descriptions, using scen so player can look at floor walls etc. & getting familiar with the program itself. I'm hoping to have my first actual game ready in a couple of months.
Thank you for your time & use of space.
That thing over there was broken when I got here.

Pertex
24 Oct 2011, 06:45Weiand wrote:
I did notice when creating a say command for say #text# to give a msg, then using a switch for certian words to give a different msg, that each different word was case sensitive, so I entered each word twice, first cap & first lowercase. Granted, it was only a few words, but it was a bit repetative, but nothing major.
If you use the ucase-function in the switch, you must not enter every word twice
switch (UCase (text)) {
case ("HALLO") {
msg ("hallo back")
}
}
Weiand
24 Oct 2011, 06:56That would definatly work for when the player wanted to yell or shout.
I was meaning if the player were to type in Hello or hello
In trying to guess which way the player would type, added both Hello & hello to the switch so that either way it would give the other msg.
Granted, it would seem most would type it hello & I don't really see it to be a problem as I was just playing with it to see what would & would not happen with it.
the Ucase does give me a thought for being able to give an alt msg of not having to shout or something along those lines.
Much thanks Pertex
I was meaning if the player were to type in Hello or hello
In trying to guess which way the player would type, added both Hello & hello to the switch so that either way it would give the other msg.
Granted, it would seem most would type it hello & I don't really see it to be a problem as I was just playing with it to see what would & would not happen with it.
the Ucase does give me a thought for being able to give an alt msg of not having to shout or something along those lines.
Much thanks Pertex

Pertex
24 Oct 2011, 07:54Weiand wrote:That would definatly work for when the player wanted to yell or shout.
I was meaning if the player were to type in Hello or hello
This is working even if the player types Hello or hello or heLLO or HELLo or.... With that ucase the switch upcases the input of the player so that the text in the switch is always upcase. You could do that this way, too:
text=ucase(text)
switch (text) {
case ("HALLO") {
msg ("hallo back")
}
}
Weiand
24 Oct 2011, 16:55Problem solved then.
Much thanks Pertex
Much thanks Pertex