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Axe Software Forums
Quest Developer Forum About hiding objects
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Author | Topic: About hiding objects |
Fred |
posted 29-11-2002 22:21 GMT
When making an object inaccesible, does it have to be in the current room? Because in my game I want to have the "corpse of #playername#" to appear in the room in which the player died (since death in my game just sends you to an afterlife room where you can be reincarnated.) But if the player has the same name twice, the objects will be the same and will cause Quest to screw up (or am I wrong?) So I want the old corpse to rot away after the player dies again--but, the player is in a room away from the corpse when the command is executed. So, is this possible? |
DarkAng3l |
posted 29-11-2002 22:35 GMT
Why don't you just move the corpse from one room to another. It is more practical that hiding objects. DarkAng3l |
Alex |
posted 30-11-2002 11:33 GMT
The best way to find out if something is possible is just to try it! You can make an object inaccessible (= hidden in ASL) or invisible wherever it is. If you want the corpse to rot away, you could just use one "corpse" object and set its alias to "corpse of (whoever)". You can't have two objects of the same name in Quest. You could give them different names and the same alias, however, so perhaps each time the player dies you could create a different corpse object - corpse1, corpse2, corpse3 etc., and then give them the required alias. Slight diversion here, but adding "corpse" to their Other Names list (alt tag in ASL) would be a very good idea too - I don't think many people are using this feature but I think it's essential to add as many relevant alt names to your objects as possible. |
Computer Whizz |
posted 30-11-2002 14:20 GMT
My two cents.... Erm, I'm just thinking in a "multi-player" type of situation here (cos that's the first thing that came to mind). Why not have an object named "corpse" and 'clone' it, move it to the players current room, alias it as "Corpse (#playername#)", give it all your items (have it as a container perhaps? - Al have you begun a QNet lib?) then move the player away. A timer would be needed to have the "rotting" I would assume, and would need to check *ALL* the rooms in the game for corpses... Unless you can 'clone' and alter a timer (to add to the "to-do" list?). For a single game - you wouldn't really need a corpse since the player would really see it. All you would have to do is remember the position of the player and items.... Unless you have him wander back to his body and re-enter it after he is dead... Note : if anyone understands this post fully - they are either mentally insane or have some sort of illness which is affecting their thought! The same applies for this note! Computer Whizz |
MaDbRiT |
posted 30-11-2002 18:33 GMT
Computer Whizz asked: quote: I confess I've hardly played with Quest nulti player at all as yet (Alex, why not call it Quest.NET and see if it offends Microsoft!) because I've no real need for multi-player games, and I certainly don't envisage ever running a server for the purpose of offering Quest games over the net - insufficient resources / time / money for starters! That said, I understand that the code for multi user isn't THAT different from what's needed in single user mode, so maybe I'll do something soon. Correct me if I am wrong, but multi user games must require a completely different mindset to code, because suddenly it is a "real time" environment, a real 'someone else' is in the game world and they aren't paused while your player contemplates his next/best move, this is completely different to the turn based stop-go action of most regular Adventure Games. Don't multi-player games mostly turn into a "he who gets there first wins" treasure hunt - or a "he who has the best weapon wins" virtual bloodbath? Al |
Fred |
posted 30-11-2002 19:45 GMT
Just to answer CW's question: The corpses are for sacrificial purposes--you can sacrifice them and recieve a health bonus from the Gods. |
carlii |
posted 03-12-2002 20:30 GMT
quote: LOL!!!! Can't wait to see this one! :P |
Computer Whizz |
posted 05-12-2002 17:52 GMT
quote: LOL!! quote: Well I'm guessing you could always program it so it's one at a time.
quote: Yeah - that's mainly why I don't like 'em much! But still, I'd like a game where I could have a fight with someone... Maybe a system where one player does something with a certain ammount of points? When the points are out then it's the other players turn... That sound good... Computer Whizz |