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Axe Software Forums
Quest Developer Forum bug in qdk 1.02
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Author | Topic: bug in qdk 1.02 |
sweetguy |
posted 10-05-2001 19:21 GMT
hi i've been here for a while but i've been quite. =) sorry. anyways i'm makeing a game where you have 4 pep. in your group. you can add them with a add #player# command. from there it runs a proc. to check if there is room then anohter proc. to check if the palyer is in the room. well it works but when i add the player his name is still in the room but when i try to add him again it says he is not in the room. but his name is still in the place where the pep should be. i can still look at him and talk to him. i use both the remove player and hide player commands. is it a bug or am i doing somthing wrong. thanks BTW i'm make a huge rpg with 15 playable pep. and a few hidden i'll have a demo out (if time allows) in about 1 or 2 months. and i have been proging rpg games for a while so i expect that you guys will like it. the battles are very complex makeing it not to easy to win but not to hard ethier. thanks |
Alex |
posted 10-05-2001 20:28 GMT
I can't tell what's going on here without looking at some code. Could you either paste the code into this forum or send it by email to [email protected] please? Thanks. |
Computer Whizz |
posted 10-05-2001 22:43 GMT
The problem isn't in the alias/real name bit is it!? You're not calling two different characters by the same real name are you!? If so, just change their aliases to make them 'appear' the same but they're actually referred to as different people by Quest! I wouldn't do too much of this though, it'd be very confusing to the player, about whom (<<correct!) you are talking to... but I suppose it depends on how you are going to have your game! I think it's this.... if not, Alex should solve your problem! --CW |
sweetguy |
posted 11-05-2001 07:25 GMT
ok a have a room with david, rj, cliff, ana, and danny. made a start proc. that david, rj, cliff and ana join first. (4 pep limit in a group. i gave them var. to put them into the group or take them out and add someone new. i have it as: setstring <group; #per1# #per2# #per3# #per4#> here is the rest of my code: 'this is to add a player command <add #player#> do <check if 4> 'this is the proc. for that define procedure <check if 4> if has <gnum; -4> then do <~Internal Procedure 5> else msg <no room> end define 'of course i set gnum to 4 but that's when i set the 4 players added define procedure <~Internal Procedure 5> set <gnum;+1> end define 'to check if player is in room define procedure <check in room> if here <#player#> then do <~Internal Procedure 4> else msg <he is not here> end define define procedure <~Internal Procedure 4> setstring <per4; #player#> end define 'finnally to add the payer and all other players that you gona want define procedure <add player> end define no it works good unless i try to add them one at a time but i gona work on that next but still the name of the player should leave the room once i add him. also in the hole game (so far) i only have 9 pep. 5 addable and the rest npc. i gona add another proc so that they can't add a npc. but one thing at a time so i don't have a huge game with a milloin bugs. =P |
sweetguy |
posted 11-05-2001 07:26 GMT
BTW i set gnum to 3 and removed a player before i tryed adding a new player. so that's not the prob. |
sweetguy |
posted 11-05-2001 07:32 GMT
one last thing. belive me i have player rpg's for a long time and adding and removeing players will not be difficult at all. i'll set up a menu of all the playable players in the room of there stats. and i'll let the player know when he can add a person with a before turn proc. that tells the player that: msg <#playerinroom# is here and waiting to be added to the group!!> ethier that or have a certain room to change players (have you ever played FF3???) well thanks for reading all this. laters |
Computer Whizz |
posted 11-05-2001 15:21 GMT
AHHH! So when you add them to your group (at the beginning of the game) you have them leave the starting room and end up in a second room..... once this has been done, you go onto playing the game? Shouldn't this be as easy as them saying: 'Choose #player#' if: #pep# is =4 then:print 'you've chosen four already!' else: if: #player# is not in current room then:print 'sorry, you've chosen him or he is not in the current room!' else:moving #player# to the next room. Take #player# out of play (I don't think you need to!) set #pep# to #pep# +1 (or pep;#pep#+1 or pep;+1 you may want to put the pep before the ; in #'s, I'm not too sure!). and that's it really! justdo it again to choose 4 people. Once it has got four people it shouldn't go over!, I'm not too sure I've done everything right there and I KNOW that the syntax is wrong, it's a mixture of basic, quest, C/C++, English and my own dialect :) Well since this took me 15 minutes to type (I got A LOT wrong, over and over again!) I hope this helps!! --CW |
sweetguy |
posted 11-05-2001 19:14 GMT
that's pretty much what i did it's just that i did it all in proc.s so that in the quest later on players can be easily remove and added with out haveing to do the code all over again. now for the code. it is right. it works but the player name stays in the room but in mem. the player is gone. so in other words this is what's happing: in room: david roille 'now we lok in the room 'now after that quest says he is not here |
sweetguy |
posted 11-05-2001 19:22 GMT
ok now this is weird cuse i used the same proc.: 'yes i know the stanx is wrong but it's not wrong in the code proc <add player> remove player <#per1#> end define now i used it in my staring proc. alex you might wana check on the remove and hide chara. when used in a proc., two times, in the same room. in other word maybe your code can't handle the same proc. with remove chara. twice in the same room i'ma do some more testing in a dif. room and see what happens. |
sweetguy |
posted 11-05-2001 19:28 GMT
huh. ok you know what i'ma just paste my hole code in here cuse it still weird to me but i still think there is a bug in qdk. BTW i'm useing the qdk menu and notepad to prog. this game. that is why there are Internal Procedureds. well here it is :
'*** The following line is required by QDK - please do not remove
end define define synonyms end define end define end define end define end define end define end define end define end define define room <bar1> end define end define define room <davids home> end define end define define procedure <~Internal Procedure 0> end define define procedure <start> end define define procedure <~Internal Procedure 1> end define define procedure <~Internal Procedure 2> end define define procedure <show group> end define define procedure <add player> define procedure <check if 4> end define define procedure <check in room> end define define procedure <~Internal Procedure 4> end define define procedure <~Internal Procedure 5> end define define procedure <~Internal Procedure 6> define procedure <remove player> end define define text <intro> end define define text <win> end define define text <lose> end define |
Luridii |
posted 12-05-2001 09:28 GMT
Hi, ppl, haven't been here 4 a while, anyway sweetguy r u using wait as an actual command? What u should b doing is like: msg <text|nPress enter|w the |w means wait before the next piece of text is displayed. That help? |
Luridii |
posted 12-05-2001 09:31 GMT
Oops and remember the > after the |w or u could just put the text u want 2 continue with after it.. |
sweetguy |
posted 13-05-2001 04:50 GMT
yeah i use it if i porg.ing in all text then i would do it that way but i switching back and fourth |
Luridii |
posted 13-05-2001 10:17 GMT
But r u using wait as a command as u wrote b4? wait <please press enter> |
Alex |
posted 13-05-2001 20:39 GMT
I've tried your code in Quest 3.0 - I add "cliff" and Cliff stays in the room, but it says he is added to the group. This happens no matter how many times I add Cliff. Looking at the Debug windows, as is always a good idea, there are a load of spaces added to the beginnings of your variables. Quest won't be able to hide a character called " cliff" (with a space at the beginning). This is because in Quest 2.x, strings are not trimmed of spaces. Although in Quest 3.0, setstring <per4; #player#> will work fine, in Quest 2.x you need to use setstring <per4;#player#> without the space. |
sweetguy |
posted 14-05-2001 18:50 GMT
thanks alex,i'll try that and see what happens. "But r u using wait as a command as u wrote b4?" yes i am but it's just for now till i get all the codeing right once i have a good battle sytem and story line and player changeing system then i will prog it all in notepad the right way. |