Objects Issue

Amyrakunejo
17 Feb 2016, 02:26Alrighty, I'm kinda new at this, but I know enough about game making to know what certain terms are.
That being said, I don't know them all and Quest introduces new terms I cannot grasp.
This might be the solution to my issue, but I'd like your help, whomever is able to help.
Okay, I'm having an issue with this:
I have an object called 'Table' in a room, that I have as a parent object for a 'Makeup kit'. The Makeup kit is a parent object for five different tubes of lipstick. What I am trying to do is make it to where if you examine the Table, you can examine the Makeup kit, and each of the five lipsticks in the Makeup kit. Yet, I cannot get the engine to examine the Makeup kit.
I've tried custom verbs and commands and have gotten nothing.
I'm having more trouble with this than I did with turning a sex doll into a flesh hungry living mannequin! (This object is in the same room)
Merci beaucoup in advance for a swift reply.
That being said, I don't know them all and Quest introduces new terms I cannot grasp.
This might be the solution to my issue, but I'd like your help, whomever is able to help.
Okay, I'm having an issue with this:
I have an object called 'Table' in a room, that I have as a parent object for a 'Makeup kit'. The Makeup kit is a parent object for five different tubes of lipstick. What I am trying to do is make it to where if you examine the Table, you can examine the Makeup kit, and each of the five lipsticks in the Makeup kit. Yet, I cannot get the engine to examine the Makeup kit.
I've tried custom verbs and commands and have gotten nothing.
I'm having more trouble with this than I did with turning a sex doll into a flesh hungry living mannequin! (This object is in the same room)
Merci beaucoup in advance for a swift reply.

XanMag
17 Feb 2016, 04:53If I understand this correctly, here is a solution. It worked for me.
Sorry. I was too lazy to make the objects 'takeable' or 'usable' but that should be easy enough.
It sounds like you probably were over complicating things (assuming I understood you right!). I just used a surface container for the table with a limited container (as the 'child' of the table) for the make-up kit and ticked both boxes to make them hide their 'children' until looked at or opened. Let me know if this works for you!
<object name="container within a container">
<inherit name="editor_room" />
<object name="table2">
<inherit name="editor_object" />
<inherit name="surface" />
<alias>table</alias>
<look>It's a typical table. Nothing special.</look>
<feature_container />
<hidechildren />
<listchildren />
<object name="makeup kit">
<inherit name="editor_object" />
<inherit name="container_limited" />
<alias>make-up kit</alias>
<look>It's a make-up kit. It looks like it can be opened.</look>
<feature_container />
<isopen type="boolean">false</isopen>
<hidechildren />
<listchildren />
<maxobjects type="int">5</maxobjects>
<containerfullmessage>It's full of stuff already.</containerfullmessage>
<containermaxobjects>It's full of stuff already.</containermaxobjects>
<alt type="stringlist">
<value>make up kit</value>
<value>makeup kit</value>
</alt>
<object name="red lip stick">
<inherit name="editor_object" />
<look>It's red!</look>
</object>
<object name="blush">
<inherit name="editor_object" />
<look>It's blush!</look>
</object>
<object name="concealer">
<inherit name="editor_object" />
<look>It's concealer! Cover those ugly pores!</look>
</object>
<object name="tweezers">
<inherit name="editor_object" />
<look>They are tweezers. Pluck away, unibrow!</look>
</object>
<object name="eyeliner">
<inherit name="editor_object" />
<look>Ooooh. Add some color to those eyes, pasty!</look>
</object>
</object>
</object>
Sorry. I was too lazy to make the objects 'takeable' or 'usable' but that should be easy enough.
It sounds like you probably were over complicating things (assuming I understood you right!). I just used a surface container for the table with a limited container (as the 'child' of the table) for the make-up kit and ticked both boxes to make them hide their 'children' until looked at or opened. Let me know if this works for you!

Amyrakunejo
17 Feb 2016, 05:04XanMag wrote:If I understand this correctly, here is a solution. It worked for me.<object name="container within a container">
<inherit name="editor_room" />
<object name="table2">
<inherit name="editor_object" />
<inherit name="surface" />
<alias>table</alias>
<look>It's a typical table. Nothing special.</look>
<feature_container />
<hidechildren />
<listchildren />
<object name="makeup kit">
<inherit name="editor_object" />
<inherit name="container_limited" />
<alias>make-up kit</alias>
<look>It's a make-up kit. It looks like it can be opened.</look>
<feature_container />
<isopen type="boolean">false</isopen>
<hidechildren />
<listchildren />
<maxobjects type="int">5</maxobjects>
<containerfullmessage>It's full of stuff already.</containerfullmessage>
<containermaxobjects>It's full of stuff already.</containermaxobjects>
<alt type="stringlist">
<value>make up kit</value>
<value>makeup kit</value>
</alt>
<object name="red lip stick">
<inherit name="editor_object" />
<look>It's red!</look>
</object>
<object name="blush">
<inherit name="editor_object" />
<look>It's blush!</look>
</object>
<object name="concealer">
<inherit name="editor_object" />
<look>It's concealer! Cover those ugly pores!</look>
</object>
<object name="tweezers">
<inherit name="editor_object" />
<look>They are tweezers. Pluck away, unibrow!</look>
</object>
<object name="eyeliner">
<inherit name="editor_object" />
<look>Ooooh. Add some color to those eyes, pasty!</look>
</object>
</object>
</object>
Sorry. I was too lazy to make the objects 'takeable' or 'usable' but that should be easy enough.
It sounds like you probably were over complicating things (assuming I understood you right!). I just used a surface container for the table with a limited container (as the 'child' of the table) for the make-up kit and ticked both boxes to make them hide their 'children' until looked at or opened. Let me know if this works for you!
I've no experience with the raw code.
However, this is the code I did find for the table and its' 'children'.
<object name="Table">
<inherit name="editor_object" />
<inherit name="surface" />
<alt type="stringlist">
<value>Coffeetable</value>
</alt>
<alias>Table</alias>
<look><![CDATA[It has a huge stack of magazines, and your {command:Makeup} kit.<br/>{once:The last magazine you read is still propped open to the centerfold which features a close-up look of the inside of the featured model's stomach interior; it also has cum stains from where you squirted while masturbating the previous evening.}]]></look>
<feature_container />
<displayverbs type="stringlist">
<value>Look at</value>
<value>Take</value>
</displayverbs>
<makeup type="script">
MakeObjectVisible (Makeup)
</makeup>
<hidechildren />
<listchildren type="boolean">false</listchildren>
<listchildrenprefix>It contains</listchildrenprefix>
<object name="Makeup">
<inherit name="editor_object" />
<inherit name="container_limited" />
<scenery type="boolean">false</scenery>
<usedefaultprefix />
<look><![CDATA[This is your makeup kit. You have a lot of makeup, but then again, you're a girl so this isn't abnormal.<br/><br/>What is abnormal is how many different tubes of lipstick are in here.]]></look>
<feature_container />
<hidechildren />
<listchildren />
<listchildrenprefix>It contains</listchildrenprefix>
<transparent type="boolean">false</transparent>
<object name="Red Lipstick">
<inherit name="editor_object" />
<scenery />
<look>It is a bold red hue. This one has been used a lot, especially on those nights when you're having a sex party.</look>
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<linkcolour>Red</linkcolour>
<apply type="script">
msg ("You uncap the lipstick, and with the mirror in your makeup kit, apply the red hue generously, thus your lips become as gorgeously red as your sex doll, Kelly's lips.")
if (RandomChance(35)) {
SetObjectFlagOn (Kelly, "Alive")
}
else {
if (RandomChance(65)) {
play sound ("swallow1.wav", true, false)
}
}
</apply>
</object>
<object name="Pink Lipstick">
<inherit name="editor_object" />
</object>
<object name="Purple Lipstick">
<inherit name="editor_object" />
</object>
<object name="Blue Lipstick">
<inherit name="editor_object" />
</object>
<object name="Black Lipstick">
<inherit name="editor_object" />
</object>
</object>
</object>
I of course, haven't finished the children of Makeup because I wish to make the Table allow me to use the Makeup object first.
Also, yes, there is another object involved, but I've already gotten Kelly, the sex doll/flesh-hungry living mannequin to work.
The Pixie
17 Feb 2016, 08:28Try setting the table and make-up bag to be containers. Tick container on the Features tab, then set them up on the new Container tab. The table would be a surface, the bag a closed container. There are controls there for when the contents gets displayed; I cannot remember exactly what, but if you experiment you should get what you want, without any coding.

Amyrakunejo
17 Feb 2016, 09:09The Pixie wrote:Try setting the table and make-up bag to be containers. Tick container on the Features tab, then set them up on the new Container tab. The table would be a surface, the bag a closed container. There are controls there for when the contents gets displayed; I cannot remember exactly what, but if you experiment you should get what you want, without any coding.
I hadn't thought to make them containers, but I also didn't understand the 'children' concept before.
Issue now is that repetitive selections of these objects' actions makes the engine freeze up.
The Pixie
17 Feb 2016, 12:02I would need more details to understand why that is. Can you upload your game, or just paste the code into a post?

Amyrakunejo
17 Feb 2016, 19:44The Pixie wrote:I would need more details to understand why that is. Can you upload your game, or just paste the code into a post?
Actually, I figured that little bug out (as well as every other little bug).
Upload? I was thinking of going ahead with the first demo upload, version 0.01.
The name of the game...

XanMag
17 Feb 2016, 20:12PLEASE upload privately and share the link here!!
Don't publish publicly yet. =)
Don't publish publicly yet. =)
The Pixie
17 Feb 2016, 20:18I meant upload the .aslx file to the forum so we can look for the bug.

Amyrakunejo
17 Feb 2016, 20:24The Pixie wrote:I meant upload the .aslx file to the forum so we can look for the bug.
This is the file, uploaded with all attached sound. It is a .7z file archive.
The Pixie
18 Feb 2016, 08:14The forum does have its own upload facility. If you go to the full editor, look below the text area, there is an "Attachments" tab. But you said you had worked out the bugs, so do you need anyone to look at it now?

Amyrakunejo
18 Feb 2016, 09:34The Pixie wrote:The forum does have its own upload facility. If you go to the full editor, look below the text area, there is an "Attachments" tab. But you said you had worked out the bugs, so do you need anyone to look at it now?
Even so, it is there if anyone does wish to take a look. I still have issues, if just not with the one area.
I disabled the map because it ended up looking chunky; I would like to be able to have a map, if I can get some help in fixing this one.
There's a game out there called A Day At The Funfair, and I wanted to have the map look as clean as that one does but I have no clue how to.
Oh, I'm going to warn those who would potentially help; the content of both games, mine and the one I mentioned, are of the fetish sort.
Just a fair warning, so that someone doesn't open either one up and find anything offensive.
Of course, in Funfair, the majority of the erotica can be switched off, whereas in mine, it is just that way without a complex switchboard I've yet to figure out how to program (I'm better at Ruby even).