Can't ride shuttle service

OurJud
27 Nov 2014, 23:14I've set up a shuttle/taxi service in my game and have this as my script for the process of using the service.
I initially had the 'pod' as an object, with this script on its Use/Give tab, but when it failed to work, I wondered if it needed to be a room so that my player would physically move to it on 'go pod', rather than just be observing it as an object. SO I tried it as room and put the script in the 'room' tab, but it still didn't work.
On entering any one of the three locations, I get a return, but nothing happens, and the text of my previous description and input don't dim as an accepted input does.
msg ("The door hisses and slides into the body of the pod. You step inside and sit in the nearest seat, hitting the button to close the door as you do so.<br/><br/>A polite sounding male voice greets you. \"Good morning. Please state your destination when ready.\"")
get input {
if (LCase(result)="wilsons palace") {
MoveObject (player, wilsons palace)
}
else if (LCase(result)="millers bar") {
MoveObject (player, millers bar)
}
else if (LCase(result)="oaklie towers") {
MoveObject (player, oaklie towers)
}
}
I initially had the 'pod' as an object, with this script on its Use/Give tab, but when it failed to work, I wondered if it needed to be a room so that my player would physically move to it on 'go pod', rather than just be observing it as an object. SO I tried it as room and put the script in the 'room' tab, but it still didn't work.
On entering any one of the three locations, I get a return, but nothing happens, and the text of my previous description and input don't dim as an accepted input does.

jaynabonne
27 Nov 2014, 23:33I took the script and added it as a "use" script for a "pod" object, and it worked. Again, it's a bit tricky to work out the problem when it could easily be elsewhere. (For example, do you have rooms with names - not aliases - "wilsons palace", "millers bar" and "oaklie towers"? Do they have descriptions, etc? When you enter a correct name and it "doesn't work", if you then type "l", does it show the room description for where you were, or have you actually moved?)
As an alternative thought, you could also use a "show menu" with the fixed choices, so the player doesn't have to remember all the places to go. But that's a design decision. I'm just throwing it out as an option.
As an alternative thought, you could also use a "show menu" with the fixed choices, so the player doesn't have to remember all the places to go. But that's a design decision. I'm just throwing it out as an option.

OurJud
27 Nov 2014, 23:37jaynabonne wrote:I took the script and added it as a "use" script for a "pod" object, and it worked. Again, it's a bit tricky to work out the problem when it could easily be elsewhere. (For example, do you have rooms with names - not aliases - "wilsons palace", "millers bar" and "oaklie towers"? Do they have descriptions, etc? When you enter a correct name and it "doesn't work", if you then type "l", does it show the room description for where you were, or have you actually moved?)
As an alternative thought, you could also use a "show menu" with the fixed choices, so the player doesn't have to remember all the places to go. But that's a design decision. I'm just throwing it out as an option.
Let me test those things, Jay. I know I have rooms with those names and with a short temp description.
I see where you're going with the options thing, but those locations are in a notebook given to you by another character, meaning they have to have visited him first.
Mmm, interesting. After entering a destination, pressing 'l' does in fact show that I have moved there. I just don't get the description initially.



jaynabonne
27 Nov 2014, 23:46

OurJud
28 Nov 2014, 00:55jaynabonne wrote::) I see.
I wish I did.