Two problems.
Omega001
26 May 2012, 14:28Problem 1: A "give input" command requires the user to need to type the input twice. Like:
Step 1: Please input text
Step 2: Type and nothing happens
Step 3: Type and it works
Problem 2: The program keeps changing a expression to messege. Like:
Step 1: Change message to expression
Step 2: Move to different object or run game
Step 3: Turns back automatically
Step 1: Please input text
Step 2: Type and nothing happens
Step 3: Type and it works
Problem 2: The program keeps changing a expression to messege. Like:
Step 1: Change message to expression
Step 2: Move to different object or run game
Step 3: Turns back automatically
Alex
26 May 2012, 14:40"Get input" works for me - are you using the desktop or web version?
If you change a message to an expression, but don't edit the expression, when you come back to it later Quest has no way of knowing that you set it to an expression. If the expression looks simple (i.e. it's just one string) Quest will decide that it's just a simple message. If you edit the expression to something like:
"some text" + someobject.attribute
then Quest will show it as an expression next time (as it knows that can't be a simple message).
If you change a message to an expression, but don't edit the expression, when you come back to it later Quest has no way of knowing that you set it to an expression. If the expression looks simple (i.e. it's just one string) Quest will decide that it's just a simple message. If you edit the expression to something like:
"some text" + someobject.attribute
then Quest will show it as an expression next time (as it knows that can't be a simple message).
Omega001
26 May 2012, 14:42Alex wrote:"Get input" works for me - are you using the desktop or web version?
If you change a message to an expression, but don't edit the expression, when you come back to it later Quest has no way of knowing that you set it to an expression. If the expression looks simple (i.e. it's just one string) Quest will decide that it's just a simple message. If you edit the expression to something like:
"some text" + someobject.attribute
then Quest will show it as an expression next time (as it knows that can't be a simple message).
I'm using the desktop one.
And it has a attribute. It's meant to show the imput that the user's given. But it still changes it.
This is what I put: "You wrote \"+Blackboard.writing+\"."
Alex
26 May 2012, 14:44Not sure what you mean - if you could attach your .aslx file I'll take a look.
When the "get input" nested script runs, what the player typed will be in the "result" variable, so you probably want to set Blackboard.writing=result if you need to store it.
When the "get input" nested script runs, what the player typed will be in the "result" variable, so you probably want to set Blackboard.writing=result if you need to store it.
Omega001
26 May 2012, 15:00Alex wrote:Not sure what you mean - if you could attach your .aslx file I'll take a look.
When the "get input" nested script runs, what the player typed will be in the "result" variable, so you probably want to set Blackboard.writing=result if you need to store it.
These are the use and look scripts for the blackboard.
Use:

Look:

What's ment to happen is the user writes on the board. And it shows it when you look at it. Like I said. When it asks you to write something. It needs the user type it, click enter, then type it and click enter again to have it acknowledge it.
And the look needs to be a expression but it changes to messege.
Omega001
26 May 2012, 15:05Just figured out the get input myself. But not the other.

Pertex
27 May 2012, 07:52Ahhh, it's a bit difficult to understantd your problems. First of all it's not a problem of Quest (bugs or something), you need some help to do something special with Quest. "Problem" 1 means, that you want to know how to input some text twice to confirm the first input.
But what is your second question? Could you describe what you want to do? I think nobody understands
"Step 1: Change message to expression
Step 2: Move to different object or run game
Step 3: Turns back automatically"
But what is your second question? Could you describe what you want to do? I think nobody understands
"Step 1: Change message to expression
Step 2: Move to different object or run game
Step 3: Turns back automatically"
Alex
27 May 2012, 08:55It looks like you typed your "look" expression in "message" instead of "expression", so Quest has added backslash "\" characters before your quotes. This makes your quote character appear as a quote inside a string, instead of marking the end of a string.
If you remove those backslash characters, the expression will no longer convert to a simple message. So Quest will always show "expression" as the type, and as a bonus it will actually work properly!
If you remove those backslash characters, the expression will no longer convert to a simple message. So Quest will always show "expression" as the type, and as a bonus it will actually work properly!
Omega001
27 May 2012, 21:40Alex wrote:It looks like you typed your "look" expression in "message" instead of "expression", so Quest has added backslash "\" characters before your quotes. This makes your quote character appear as a quote inside a string, instead of marking the end of a string.
If you remove those backslash characters, the expression will no longer convert to a simple message. So Quest will always show "expression" as the type, and as a bonus it will actually work properly!
Did that. Now it says it's true. It's obviously saying now something is written but not telling you what it is. So I need to change it from saying that it is there, to what has actually been written.
Alex
28 May 2012, 09:41What the player typed in will be in the "result" variable. If you upload your .aslx file we can take a better look.
sgreig
30 May 2012, 04:32Omega001 wrote:"Alex"
Not sure what you mean - if you could attach your .aslx file I'll take a look.
When the "get input" nested script runs, what the player typed will be in the "result" variable, so you probably want to set Blackboard.writing=result if you need to store it.
These are the use and look scripts for the blackboard.
Use:
Maybe I'm misreading this, but from the looks of it, you're storing the player's input as Blackboard.writing, and then changing Blackboard.writing to a boolean value of True. I imagine you get on better if you removed the "Set flag object Blackboard flag name writing" altogether.