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Author | Topic: How to have the same items found different places.. |
Tyrant |
![]() Hello, I am wondering how to have an item (For example, an ammo clip), that is a very common item in the game, appear in multiple rooms without having to 'move' the item to that room everytime you enter it? This goes the same for characters. Also, how's the progress on the new QDK 3.0 (I think that's what it's called)? I remember Alex talking about it last year in the fall, and I'm just wondering when you think it'll be done and how you are progressing on it. Thanks |
Alex |
![]() Quest 2.x allows you to have multiple objects in different rooms with the same name, so you couldd just have a copy of the ammo clip's define object information in each room it appears in. In Quest 3.0 each object must have a unique name, but you could use an alias so it appears as an ammo clip in each room. With the latest (as yet unreleased) build you could use: define object <ammoclip15> instead of having to copy out the definition for each object, if the type "ammoclip" had been defined.
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Alex |
![]() As for your QDK 3.0 question, work on QDK 3.0 has not yet started, but will shortly.
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Computer Whizz |
![]() Tyrant.. are you doing what I'm doing, and have the ammo as a collectable? I'd do exactly like Alex said (having the aliases) because then you don't need to re-write the script so much/at all to ASL3. That's what I'm going to do. But right now I'm getting examples on how to solve problems, THEN I'm going to start work on the ACTUAL game. --CW |
Tyrant |
![]() Yes, Computer Whizz, I am using Ammo as a collectable (Of course, otherwise the items list would be flooded). But there are ammo clip items scattered about, and the clip item is removed when you take it, so 10 more bullets are added to your collectable (10 bullets per clip). |