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  Ok, questnet coding question....


Author Topic:   Ok, questnet coding question....
I think Im Back posted 17-12-2002 10:34 GMT     
Who has figured out a way to display a third persone view of things(sort of speak). It's simple enough to have one person say something, and another person get it messaged to them, but what about a situation where there is no target to recieve the message? Like if PLAYER A give PLAYER B 400 coins, what does PLAYER C see? How do we implement that? The most generic way I've thought of so far of getting around this is having it so that each room has some property where it catches actions performed and prints out the third person point of view, but I still wouldn't know how to tell everyone but the two actioning players. It seems like there should be a MSG command for the current room or even game(and have the ability to code it to work for the players current room), a MSG TO command for whispers, bad stealing rolls (and I'm sure a million other uses), and a MSG USR command for what the user has 'couted' out to them after entering a command. I haven't found anything in the questnet documentation that would explain how to do this, so any help would be appreciated. Untill something like this is possible any SAY verb is going to be kind of generic(though realistically nobody would mind seeing "MY NAME says, "hey how's it going." Maybe each player object could be coded to catch their own player name and replace it with 'You"). Anyway, some decent documentation of QuestNet would be great, or just a few explanations of how to do things like this if they are possible yet would be just perfect so I can get some sort of online community up through QuestNet.

P.S. I'd DEFINITELY register a copy after the saving while a server is running feature has been implemented. And I believe all software should be free, so that's saying something about how much potential I think Quest has.

Alex posted 17-12-2002 18:10 GMT          
The command you are looking for is msgto <user id; text> - see the questnet-asl.txt file which should be in your QuestNet Server directory.
I think Im Back posted 17-12-2002 18:37 GMT          
An example of how to make it work would be nice, since I'm not having any luck.

MSGTO seems to only be for two person conversations.

Computer Whizz posted 17-12-2002 21:51 GMT          
I'm pretty sure, when/if it's implemented, you could just cycle through userid's by using a loop and having the counter go up.

I'd say a "for every user" option would be good for this.

Computer Whizz

I think Im Back posted 17-12-2002 22:40 GMT          
So basically, you can't have third person messaging yet.

I noticed when one person GET's an item or take or whatever verb you choose to use, it displays it perfectly.

I think Im Back takes the hammer.

You take the hammer.

That's basically all I'd like to know how to do. Have an action displayed to the whole room.

Also, being able to change the way the SAY command works in questnet would be nice too. I've got no idea how to override it so that say says, I think Im Back says, "hello world!" instead of I think Im Back: Hello World!

Computer Whizz posted 18-12-2002 09:50 GMT          
I think the "speak to all" is built-in...#By typing "Say #blahblah# to all" - Just like "say #blahblah# to #whowho#" would send a message to #whowho#.

Forgive me if I'm wrong, I have only put logged on multiple times once...

Computer Whizz

I think Im Back posted 18-12-2002 18:43 GMT          
Ok not to seem to cynical or however it's spelled, but seriously. You've just like repeated every question I've stated but spun it around so that it appears you know what you are talking about, then admitted you don't in the same sentence. Yes, the say command is built in and works correctly but I was implying it'd be nice to have alex tell us how to over-ride it so things could be customized. I guess since questnet is still in beta it's pointless to ask for documentation or even a little help. I'm realizing that nobody knows anything about it, except alex who isn't sharing.

Anywho, I'm gonna post a new message in the other forums, with my IP address and what-not for the Beta Environment I've been able to create for quest/questnet. I've given it a sign up/log in function, an area to store info for created accounts, it gives the users their own "home area" that they can log into as well as lets them create and completely modify 2 new rooms as well as their initial "home" room. I figured it'll give people a little something to look at, hell, nobody else is releasing anything.

MaDbRiT posted 18-12-2002 20:31 GMT          
In light of the above, I actually took my first real look at QuestNet - in particular the "speak to" / "say" area.

I immmediately noticed that selecting a player and clicking the 'speak to' button produces a dialog box for completion, while typing 'speak to 'name' doesn't, in fact you are told 'name' is another player as though you looked at him. This just has to be wrong!

That (probably) explains why you can't override "speak to" and "say" commands with your own - which is a Very Bad Thing.

QuestNet is still VERY new and I dare say there will be a lot of teething issues to get around.

Al

Computer Whizz posted 19-12-2002 12:32 GMT          
I didn't try to sound like I know everything... Actually I know barely ANYTHING on QuestNet.

I was suggesting you try "say #your message# to all" since you were asking for, and I quote: "Who has figured out a way to display a third persone view of things(sort of speak). It's simple enough to have one person say something, and another person get it messaged to them, but what about a situation where there is no target to recieve the message?"
Now this asks us if there's any way to give a message to a group of people (or that's the way it seems to me). Now, "say #whatever#" when the player types it in says things to the whole group (as Al said).

On a side note, after posting the message above from college, I came back only to experiment with 3 quest's open and connected, and discovered my "say #whatever# to #whomever#" was completely wrong... I should have posted a retraction but I fell asleep just afterwards (I haven't been sleeping well...).

I'll experiment with some code to see if I can customise a command tonight...

Computer Whizz

Alex posted 19-12-2002 19:24 GMT          
The "speak to (player name)" had a "TO DO" comment by it in the QuestNet Server code and I've now sorted it out in the internal development version. For Quest 3.2 and later, if you type "speak to (somebody)", you'll get the normal dialog box which you get when you right-click the player name and select "Speak to". For Quest 3.1x and earlier, you're prompted to type what you want to say in the "command" box. (This is because getting the dialog box to come up requires an additional command in the QuestNet protocol, which current versions of Quest won't understand)

I've also enabled overriding the various speak commands, and in doing so remembered I hadn't documented two alternative syntaxes for players talking to each other - as a player, to speak to another player you can now:

- right-click from the list and select "Speak to";
- type "to player-name, blah blah";
- type "player-name: blah blah";
- type "speak to player-name" and then type what you want to say (from QuestNet Server Beta 2)

To speak to everyone in the room, you can::

- type "say blah blah"
- type "blah blah - with the quote at the beginning.

From QuestNet Server Beta 2 onwards you can override all of these in the usual way, with:

command <to #player#, #text#; #player#:#text#> ...

and

command <say #text#; "#text#> ...