Putting beer back in fridge -- standard way?
markqz
28 Sept 2013, 04:07It's easy to open a fridge (container) and take out a beer (take). But if you "drop" it, it ends up in the room, not in the fridge.
Is there a standard way to put objects INTO containers?
I figured out a way with Command, but thought I'd check if there was a standard way for getting the genie back in the bottle, or the bottle back in the GE.
Thanks,
Mark
Edit: Looking through other posts, I see that there is a "Put x into Y " syntax.
So maybe my NEW question is, where do I find a complete listing of possible command/verbs? I didn't see "Put" in the tutorial nor in the references.
Also, is there any dialog for modifying the "PUT IN" actions (like there is for ask/tell, use/give, and inventory).
Thanks again!
Is there a standard way to put objects INTO containers?
I figured out a way with Command, but thought I'd check if there was a standard way for getting the genie back in the bottle, or the bottle back in the GE.
Thanks,
Mark
Edit: Looking through other posts, I see that there is a "Put x into Y " syntax.
So maybe my NEW question is, where do I find a complete listing of possible command/verbs? I didn't see "Put" in the tutorial nor in the references.
Also, is there any dialog for modifying the "PUT IN" actions (like there is for ask/tell, use/give, and inventory).
Thanks again!

Slent
28 Sept 2013, 06:53If you are using the desktop version of Quest you can click a botton in the bottom of the game hierarchy called "Filter". Don't know whether this is also the case with the online version. This you can set to "Show Library Elements" in which case all verbs and commands that are standard with Quest are shown.
Also these pages might be helpful:
http://quest5.net/wiki/Object_element
http://quest5.net/wiki/Functions
The other post was regarding Use/Give which you can control in an objects use/give tab. This allows you to follow the syntax of "give x to y". I'm not sure whether there is a put that works the same way as I haven't worked that long with Quest myself but if there isn't it should be possible to make.
Hope that helped a little else just ask again
Also these pages might be helpful:
http://quest5.net/wiki/Object_element
http://quest5.net/wiki/Functions
The other post was regarding Use/Give which you can control in an objects use/give tab. This allows you to follow the syntax of "give x to y". I'm not sure whether there is a put that works the same way as I haven't worked that long with Quest myself but if there isn't it should be possible to make.
Hope that helped a little else just ask again

HegemonKhan
28 Sept 2013, 16:58I just opened up quest to check on this:
as the above poster said: Filter -> Show Library Elements
"put" exists as a COMMAND, but it's not set up as a verb as there's no setup with the GUI~Editor 's Tabs for it.
you may only need to add it as a display verb and~or inventory verb, for example:
player (Object) -> Object (Tab) -> display and~or inventory verb -> Add -> put
though you may also need to do this in-Code (If I got this right that the "property" attribute will make it recognized as a verb):
----------------
otherwise, as just a Command, to activate the "put" coding during game play, you'd just type this in:
put object_1 on object_2
put object_1 in object_2
for example:
put beer in fridge
----------------
functionality-wise, the "give" and "move" Verbs are the same as the "put" Command, with the only difference that the "put" Command also has to check if the two objects are open or closed, obviously.
here's the notes from quest's "put" Command:
though in terms of our human language, "give beer to fridge" or "move beer to fridge", isn't proper, like "put beer in fridge" is.
as the above poster said: Filter -> Show Library Elements
"put" exists as a COMMAND, but it's not set up as a verb as there's no setup with the GUI~Editor 's Tabs for it.
you may only need to add it as a display verb and~or inventory verb, for example:
player (Object) -> Object (Tab) -> display and~or inventory verb -> Add -> put
though you may also need to do this in-Code (If I got this right that the "property" attribute will make it recognized as a verb):
<command name="put">
// blah coding
<property>put</property>
// blah coding
</command>
----------------
otherwise, as just a Command, to activate the "put" coding during game play, you'd just type this in:
put object_1 on object_2
put object_1 in object_2
for example:
put beer in fridge
----------------
functionality-wise, the "give" and "move" Verbs are the same as the "put" Command, with the only difference that the "put" Command also has to check if the two objects are open or closed, obviously.
here's the notes from quest's "put" Command:
must be carrying object1
object1 must not be inside a closed container
object2 must not be inside a closed container
object2 must be an open container or surface
though in terms of our human language, "give beer to fridge" or "move beer to fridge", isn't proper, like "put beer in fridge" is.
markqz
30 Sept 2013, 23:21Thanks guys. I see the command once the filtering is off. I'm guessing its a bit beta, and that's why its not in the unfiltered list?
Thanks again,
Mark
Thanks again,
Mark
HegemonKhan
01 Oct 2013, 02:02the "Filter -> Show Library Elements" toggles between seeing and not seeing the core~internal~quest_engine coding (which will be revealed as the light grey color on the left pane, the "tree of stuff"), which is just one the two default libraries added to every new game:
Core.aslx (actually this single default library file is a collection of many library or data files)
English.aslx (this gives the games the english font~language for all of its text)
here's a new game's coding:
see below the two default libraries automatically being added ( <include ref="blah" /> ) for your new game (to work) ????
Core.aslx (actually this single default library file is a collection of many library or data files)
English.aslx (this gives the games the english font~language for all of its text)
here's a new game's coding:
see below the two default libraries automatically being added ( <include ref="blah" /> ) for your new game (to work) ????
<asl version="540">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="Testing Game Stuff">
<gameid>d83ba5bb-2e3c-4f31-80c9-3e88a2dc082c</gameid>
<version>1.0</version>
<firstpublished>2013</firstpublished>
</game>
<object name="room">
<inherit name="editor_room" />
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
</object>
</object>
</asl>