How do I make a list of clickable ask/tell topics?
moinphyst
22 May 2014, 03:10I am using the web editor to make my first game without the command bar and would like to know how to make a list of clickable ask/tell topics that will output a response by the NPC. I've been tinkering with the ask/tell tab all evening but I still haven't figured it out on my own.
HegemonKhan
22 May 2014, 05:18hopefully these two links help:
1. http://quest5.net/wiki/Upgrade_Notes
2. http://quest5.net/wiki/Text_processor
first, you got to turn on hyperlinks (#1), and then look at how to syntax correctly for what you want (#2).
1. http://quest5.net/wiki/Upgrade_Notes
2. http://quest5.net/wiki/Text_processor
first, you got to turn on hyperlinks (#1), and then look at how to syntax correctly for what you want (#2).
moinphyst
23 May 2014, 02:23Unfortunately I have already read those (and many other pages including the conversation ones) and they are not helping me wrap my head around what I want to do. My hyperlinks are already on, I just have no idea how to get the result I want.
So I don't want a command bar, but what I want to happen is that when the player clicks "talk to" on my npc, she will print text with some clickable options (not a popup menu) of what the player can ask her. Each of the options will have a different response in certain circumstances.
Displaying the list and making options clickable (being the equivalent of the ask command, basically) is the part I am having trouble with - I think I can handle the rest because I've already dabbled a bit with making X happen if Y is true.
So I don't want a command bar, but what I want to happen is that when the player clicks "talk to" on my npc, she will print text with some clickable options (not a popup menu) of what the player can ask her. Each of the options will have a different response in certain circumstances.
Displaying the list and making options clickable (being the equivalent of the ask command, basically) is the part I am having trouble with - I think I can handle the rest because I've already dabbled a bit with making X happen if Y is true.

Pertex
23 May 2014, 06:10You can do something like this:

Don't forget to set the option "Disable automatically generated display verb list for this object" on the object tab of the object you are talking to.

Don't forget to set the option "Disable automatically generated display verb list for this object" on the object tab of the object you are talking to.
moinphyst
24 May 2014, 17:27That is very helpful! Thank you so much!
I have one more problem I can't figure out: when I click "talk to" or even "look at" on this character, it correctly displays whatever is supposed to happen but also "I don't understand your command". Like so:
> look at Mrs. Beaty
An elderly woman named Mrs. Beaty.
I don't understand your command.
> speak to Mrs. Beaty
Ask Mrs. Beaty about: bills.
I don't understand your command.
Any ideas why this "I don't understand your command" is happening?
I have one more problem I can't figure out: when I click "talk to" or even "look at" on this character, it correctly displays whatever is supposed to happen but also "I don't understand your command". Like so:
> look at Mrs. Beaty
An elderly woman named Mrs. Beaty.
I don't understand your command.
> speak to Mrs. Beaty
Ask Mrs. Beaty about: bills.
I don't understand your command.
Any ideas why this "I don't understand your command" is happening?

Pertex
24 May 2014, 19:58Sure. You are using a dot in the name of Mrs. Beaty, but a dot is also the seperator of commands in Quest. So "look at Mrs. Beaty" is automatically seperated into two command: "look at Mrs" what is working correctly in Quest and in the command "Beaty" which is not a correct command.
moinphyst
24 May 2014, 20:02Ooh I see! Thank you so much for the help 
