Automated "events"
Ceresbane
30 Jan 2013, 15:22Hey guys I've just started using quest and I'm getting a hang of the basics of this programme.
But I want to try doing a few things that the tutorial just doesn't specifically cover.
1. a script where you "exit" into another room. After a series of scripted events occur. As opposed to a command to go to the exit.
2. To have a series of objects "turn on" after a set amount of time and then "turn off." Temporarily making an object act differently because an NPC interacts with them.
3. the ability to hide objects until a command/timed event is given that reveals them. The tutorial talks about that with exits but not objects.
4. connecting events together. For example when a script prints a message, it turns on an object at the same time and then 2 occurs where it is on for a limited amount of time.
5. renaming compass points temporarily. As I want to connect the compass points to objects instead of exits. I want it temporary because I only wish it in specific instances of my game.
in what I have in mind is a series of seats where the player can look. Using text commands as per usual as well as the in-game buttons.
But I want to try doing a few things that the tutorial just doesn't specifically cover.
1. a script where you "exit" into another room. After a series of scripted events occur. As opposed to a command to go to the exit.
2. To have a series of objects "turn on" after a set amount of time and then "turn off." Temporarily making an object act differently because an NPC interacts with them.
3. the ability to hide objects until a command/timed event is given that reveals them. The tutorial talks about that with exits but not objects.
4. connecting events together. For example when a script prints a message, it turns on an object at the same time and then 2 occurs where it is on for a limited amount of time.
5. renaming compass points temporarily. As I want to connect the compass points to objects instead of exits. I want it temporary because I only wish it in specific instances of my game.
in what I have in mind is a series of seats where the player can look. Using text commands as per usual as well as the in-game buttons.
HegemonKhan
31 Jan 2013, 02:112. Use Turnscripts or Timerscripts, or by Setting Flags, and then code in what actions you want done with~to your objects.
briefly about Flags (booleans):
This is a flag (or boolean) that enables this object, orc, to be toggled on and off as "dead". The flag is currently set to "off" (false), the orc is not "dead".
so, this is an extremely powerful tool !! flags (booleans) let you do anything you want!
allowing me to set up only being able to talk with the orc if its "dead" flag is set to false (it is "alive") and only being able to loot it, when it is "dead" (when it is set to true).
it is simple to change and call upon in coding:
Change :
orc.dead = true
and
orc.dead = false
Its Use :
briefly about Flags (booleans):
<object name="orc">
<dead type="boolean">false</dead>
</object>
This is a flag (or boolean) that enables this object, orc, to be toggled on and off as "dead". The flag is currently set to "off" (false), the orc is not "dead".
so, this is an extremely powerful tool !! flags (booleans) let you do anything you want!
allowing me to set up only being able to talk with the orc if its "dead" flag is set to false (it is "alive") and only being able to loot it, when it is "dead" (when it is set to true).
it is simple to change and call upon in coding:
Change :
orc.dead = true
and
orc.dead = false
Its Use :
if (orc.dead = false) {
(you may talk to it)
}
if (orc.dead = true) {
(you may loot from it)
}
Ceresbane
31 Jan 2013, 11:09well I didn't go about it via the code method but yeah I managed to get it to work.
one more question.
If you make a light source invisible does it still light the room?
one more question.
If you make a light source invisible does it still light the room?
HegemonKhan
01 Feb 2013, 05:25I don't know, I haven't played with this new dark/light stuff yet. Still getting over the flu I've had for a week, so I haven't been working with quest software at all yet.
have to ask someone else, or try~test it out yourself.
have to ask someone else, or try~test it out yourself.
Ceresbane
01 Feb 2013, 14:45I do confirm that invisible objects that are a lightsources even if turned on do not light the room.
Also I'd like to complain that light sources have to be turned on to work as rather irritating.
And I should also like to comment that dark/light should be allowed to be toggled by the developer just like visibility. Because what if the developer wants to create an effect like fog that in fiction appears and vanishes all by itself?
Also I'd like to complain that light sources have to be turned on to work as rather irritating.
And I should also like to comment that dark/light should be allowed to be toggled by the developer just like visibility. Because what if the developer wants to create an effect like fog that in fiction appears and vanishes all by itself?

Pertex
01 Feb 2013, 19:41It's irritating that you must turn on a pocket lamp?
Of course you can change the lightstrength of a lightsource. Just look at the script commands in the 'Darkness' section. Have a look in the wiki here: http://quest5.net/wiki/SetObjectLightstrength
Of course you can change the lightstrength of a lightsource. Just look at the script commands in the 'Darkness' section. Have a look in the wiki here: http://quest5.net/wiki/SetObjectLightstrength