Walkthrough Problem
sonic102
23 Apr 2012, 11:53I have a problem.
I made a walkthrough,but whenever I play it,it misses a step!
Yes,the walkthrough doesn't do that step!
Please tell me how to correct it.
I made a walkthrough,but whenever I play it,it misses a step!
Yes,the walkthrough doesn't do that step!
Please tell me how to correct it.
Alex
23 Apr 2012, 12:14Can you please post your .aslx file?
sonic102
25 Apr 2012, 08:40As you can see,I made a mistake in typing the name.
I changed the gamename in the object 'game' but the name of the game and the folder doesn't change,too.
I changed the gamename in the object 'game' but the name of the game and the folder doesn't change,too.

Alex
25 Apr 2012, 11:02What step is missing from the walkthrough?
I can see it goes wrong pretty quickly, you have
And "read note" doesn't work, because there's no "note" visible. But I get the same result when I type in the commands manually.
I can see it goes wrong pretty quickly, you have
look at tree
use rope on blade
use hook on berries
eat berries
eat berries
read note
And "read note" doesn't work, because there's no "note" visible. But I get the same result when I type in the commands manually.
sonic102
26 Apr 2012, 07:26Hey...notice this:
Whenever I edit the walkthrough and put a 'go north' after the two eat berries,it still doesn't play the step.
Additional:
I have an idea for the upcoming version of Quest too:Can you put a 'Go Up' and 'Go Down' feature in the walkthrough editor?I (And I think many other users) have to keep editing whenever there is a mistake in the walkthrough.A Go Up and Down would really help!
Oh,something else.Can we put expressions in the stringlist "Other Names"?Suppose like you get a friend to help you.The player can name the friend whatever they like.I know how to make the name into a attirbute,but can I put that attirbute into the list "Other Names?So that the player can call the friend using the name?
Whenever I edit the walkthrough and put a 'go north' after the two eat berries,it still doesn't play the step.
Additional:
I have an idea for the upcoming version of Quest too:Can you put a 'Go Up' and 'Go Down' feature in the walkthrough editor?I (And I think many other users) have to keep editing whenever there is a mistake in the walkthrough.A Go Up and Down would really help!
Oh,something else.Can we put expressions in the stringlist "Other Names"?Suppose like you get a friend to help you.The player can name the friend whatever they like.I know how to make the name into a attirbute,but can I put that attirbute into the list "Other Names?So that the player can call the friend using the name?
Alex
26 Apr 2012, 10:53Would those "go north"s you've been adding be the ones at the bottom... because that's where they go.
Yes I think we need move up/down - this is logged: http://quest.codeplex.com/workitem/1057
In the meantime, you may find it easier to switch to Code View and edit the walkthrough steps there (they're at the end of the file).
You can't put expressions directly in "other names" as it's a string list, but you could use a script to dynamically add a string. For example, in your game you have a journal the player can use, and you get then player to put some text in a variable called new_text. Well, once you've done something like that, you can add new_text to the "other names" list using the script command "Add a value to a list" (Variables category). Then the list name will be something like "myobject.alt" (where myobject is the name of your object - "alt" is the attribute name for "other names") and the value to add is "new_text".
Yes I think we need move up/down - this is logged: http://quest.codeplex.com/workitem/1057
In the meantime, you may find it easier to switch to Code View and edit the walkthrough steps there (they're at the end of the file).
You can't put expressions directly in "other names" as it's a string list, but you could use a script to dynamically add a string. For example, in your game you have a journal the player can use, and you get then player to put some text in a variable called new_text. Well, once you've done something like that, you can add new_text to the "other names" list using the script command "Add a value to a list" (Variables category). Then the list name will be something like "myobject.alt" (where myobject is the name of your object - "alt" is the attribute name for "other names") and the value to add is "new_text".

Pertex
26 Apr 2012, 10:54I just added 'go north' after 'eat berries' and it worked.
Could it be that you want to add 'go north' after 'eat berries' so you mark 'eat berries' and then press the Add-button, awaiting Q5 adding the new command at this position? If you add a walkthroughcommand it is always moved to the end of the walkthrough. If you want to add a command in the middle of a walkthrough you have to do this in codeview. Yes, a 'Go Up' and 'Go Down' feature would be nice.
Edit: OK, Alex was first
Could it be that you want to add 'go north' after 'eat berries' so you mark 'eat berries' and then press the Add-button, awaiting Q5 adding the new command at this position? If you add a walkthroughcommand it is always moved to the end of the walkthrough. If you want to add a command in the middle of a walkthrough you have to do this in codeview. Yes, a 'Go Up' and 'Go Down' feature would be nice.
Edit: OK, Alex was first
sonic102
27 Apr 2012, 11:28Thanks Alex and Pertex,now I can edit the walkthrough.And thanks for the .alt solution too.
But when a problrm falls,another one rises.See this:
The following errors occurred:
Error adding script 'if (guardiancrab.sleeping = false) {
if (GetBoolean(berries, "overheat")) {
msg ("You give the crab the overheated berry.He likes it!He likes you too!Why don't you give him a name?He will follow you,always.")
msg ("Enter the crab's name(you may call him like that,too)")
guardiancrab.callme = GetInput()
list add (guardiancrab.alt, guardiancrab.callme)
msg ("Oh, " + guardiancrab.callme + ", " + "that's a good name!"")
MoveObject (telescope piece, player)
}
else {
msg ("He likes overheated berries only.")
}
}
else {
msg ("Why do you want to wake him up?")
}
Missing '}'
How can the bracket be missing?If you look properly you'll see that all the brackets have been closed.
But when a problrm falls,another one rises.See this:
The following errors occurred:
Error adding script 'if (guardiancrab.sleeping = false) {
if (GetBoolean(berries, "overheat")) {
msg ("You give the crab the overheated berry.He likes it!He likes you too!Why don't you give him a name?He will follow you,always.")
msg ("Enter the crab's name(you may call him like that,too)")
guardiancrab.callme = GetInput()
list add (guardiancrab.alt, guardiancrab.callme)
msg ("Oh, " + guardiancrab.callme + ", " + "that's a good name!"")
MoveObject (telescope piece, player)
}
else {
msg ("He likes overheated berries only.")
}
}
else {
msg ("Why do you want to wake him up?")
}
Missing '}'
How can the bracket be missing?If you look properly you'll see that all the brackets have been closed.

Pertex
27 Apr 2012, 14:09This error message is false. The problem is the double " at the end of line
msg ("Oh, " + guardiancrab.callme + ", " + "that's a good name!"")
sonic102
27 Apr 2012, 14:18Pertex wrote:This error message is false. The problem is the double " at the end of linemsg ("Oh, " + guardiancrab.callme + ", " + "that's a good name!"")
Thanks a lot!And by the way,why did Quest give a false error message?