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Axe Software Forums
Quest Developer Forum #@...# for command declarations
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Author | Topic: #@...# for command declarations |
gamer1962 |
posted 18-06-2002 20:52 BST
I used the #@...# in my command and I did get it to take the command "read the sign", unfortunatly it now doesnt recognise the "read sign" command. I entered the command this way Command <read #@...# #object#> Using the above command, I look at the debug window after "read the sign" it shows the @... variable as "the" and the object variable as "sign", I am assuming thats correct. When I use the "read sign" the debug window does not show either of the variables in the debug window, I did scroll down through them all. I tried to put both the commands variations in the command script ex. Any ideas ? |
Alex |
posted 18-06-2002 22:50 BST
The #@...# is not meant for "taking away" surplus the's - it's a replacement for #...# which does all the tedious converting from a displayed name (i.e. the name of an object presented to the player) to a code name (i.e. the name of the same object in code, which might be the same thing, or it might be the same thing minus the word "the", or it might be something completely different if this object is using an alias, or has an alt-name). So, if your objects have a property "readdesc" which contains the "read" description, the code you need for a "read" command is: command <read #@object#> msg <#(object):readdesc#> Coincidentally I've just been updating the Quest 3.1 documentation today and I've included a huge chunk of extra information on when to use #@...# and when to use #...#, so when Quest 3.1 is released (hopefully very soon), things should be clearer. The release version of Quest 3.1 also lets you use the #@...# form in other parameters, as a shortcut to typing $displayname(#...#)$. |
gamer1962 |
posted 19-06-2002 08:41 BST
I upgraded to 3.1 and your solution worked. 3.03 was not handling the #@object# or at least what i was doing didnt work. Thanks for the help |