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Author Topic:   Object speech if bug
Luridii posted 03-08-2001 13:09 GMT     
I think I have found a bug in Q3 build 93.

I have made an object:

define object <bob>
speak if <%X%;1> then msg <1> else msg <2>
end define

the numeric variable X is 1. Yet bob says 2.

Tyrant posted 03-08-2001 18:10 GMT          
That darn Bob... always getting into mischief.
Computer Whizz posted 03-08-2001 19:32 GMT          
Well, I think it should be something like this:

speak {
if (%X% = 1) then msg <1> else msg <2>
I'm planning on several of these things myself :) As well as randomly moving NPC's, NPC's that follow you, you can follow NPC's. And maybe even 3-5 people in a "team".... I'm not sure.... all this is planned for the "big RPG" I've got in the works :)

--CW

Luridii posted 03-08-2001 20:04 GMT          
I'm sure i'm doing things right, It works in all the rest of my game, and it worked for all MSp1...
Alex posted 04-08-2001 11:30 GMT          
Computer Whizz is right -

if <%X%;1> then msg <1> else msg <2>

- doesn't mean anything at all. Did you leave out the "is"?

Luridii posted 04-08-2001 16:12 GMT          
in the .chm file that comes with Q3 it says if is, is the same as if... also that exact code is used elsewhere in my game (but not for an objects speech and it works there...
Luridii posted 04-08-2001 16:20 GMT          
...umm so maybe it doesn't work in that place and I put if is out of habit BUT in the .chm file it says

is <(something); (another thing)>

returns a "true" if the two things are the same. This is equivalent to if (something = another thing), and is retained for compatibility.

...thats what confused me

Luridii posted 04-08-2001 16:28 GMT          
Well anyway thanks Alex 4 correcting me, hopefully things will work now!