|
Axe Software Forums
Quest Developer Forum Interesting ASL
|
Author | Topic: Interesting ASL |
I think Im Back |
posted 05-04-2003 18:06 BST
I find it interesting that the first line of code, edits the word 'the' and 'of' out of the desired text while the second one doesn't... Just going over some code of mine and noticed it, anyone know why? Initially the first code had a stand alone command, where if just the command was executed it would show a help text on how to use the command but even after deleting that, I think quest thinks the 'the' at the beginning of the text is referring to something. Though, that wouldn't explain why it continues to edit 'the' and 'of' out of the text... command <r-title #new-title#> if not got <IMM> then msg <I don't understand what you typed.|n> else { |
I think Im Back |
posted 05-04-2003 18:08 BST
command <r-title #new-title#> if not got <IMM> then msg <I don't understand what you typed.|n> else { property <#quest.currentroom#; title=$capfirst(#new-title#)$> msg <You focus intently, fiddling with the very forces of nature.|n|nYou suddenly feel as if the changes you willed have been completed.> exec <look> } |
Gautier UK |
posted 05-04-2003 21:24 BST
it does? u mean when u open an ASL file? coz if so, i cant see any code that would edit 'the'. what are you using to read the ASL file? |
Alex |
posted 05-04-2003 23:49 BST
Not sure what you mean here - if I paste that code into an ASL file and type "r-title the room of things", the room title becomes "The room of things", as expected. What is Quest removing the "the" and "of" from? |
I think Im Back |
posted 06-04-2003 06:49 BST
hmm, must be some other part of my asl that causes that command to go wrong. Though it runs independantly, nothing else factors into what it does. In your example sentece alex, "The Room of Things" it comes out "Room Things" in mine. It's odd, but I still have a backup that works perfect so it's not a huge deal. |
Alex |
posted 06-04-2003 00:05 BST
Do you perhaps have any synonyms set up which are removing the words "the" and "of" from what the player types in? |
Gautier UK |
posted 15-04-2003 10:24 BST
i may have found the reason for your problem.... make sure you are not using the q3ext.qlb library as i think this bit of code inside the library may be causing the problem. !addto synonyms If you do not have the library linked to the game, then i dont know what else could be causing this. if u wanted to use the library, and linked it purposly, then perhaps going into the source, and maybe deleting a bit of code in the synonyms could help. |
Alex |
posted 15-04-2003 11:40 BST
Yes, it looks like if you're using the Q3EXT library that any occurrences of "of" and "the" will indeed be removed because of the "of; the =" line. Unfortunately if you modify the library then your game will still not work on anybody else's computer unless you copy your modified Q3EXT along with it, which will cause problems. The best solution, if you need to use Q3EXT, would be to modify Q3EXT and then compile your game, so the library code gets included in the CAS file. Alternatively, I can imagine a horrible kludge involving the "beforeturn" and "afterturn" tags but that won't be pleasant! |
I think Im Back |
posted 15-04-2003 00:01 BST
Well, as nice as it is that many days down the road some suggestions were offered to fix the problem... Unfortunately I wasn't using the q3ext library. The reality is that sometimes quest just doesn't want to do some things. No matter if it is the simplest command ever, if you wrap it up in enough fancy procedures, it will say, "I'll Kill You and Your Stupid Code!" This case was not really one that mattered as it was backup code I was trying to integrate generically(and the original backup file didn't run anymore either so don't try and bring that up). I eventually just made new commands for the relative GM commands in the combat demo... But that's a different subject.
Why the hell did only 2 people log in to check out my combat system demo? Seriously, it was probably the best asl written so far(besides the q3ext library, which I have a few improvement ideas to suggest) but barely anybody tried it out. Perhaps I should have made the training partner beforehand, but it proved a little faulty in the online creation and I got a little lazy. Regardless of that, there were a few people asking for a combat system demo, I made it, I RAPED IT! I FLIPPED "COMBAT SYSTEMS" OVER AND DID THEM DRY!... But nobody came, so I'm bitter, and I hope someday my ASL coding, or perhaps a large bomb kills all of you... Including me...
DIE! |
Gautier UK |
posted 16-04-2003 19:20 BST
well cass, i can see you are a little flipped off about the whole thing. just so you know, I connected to your game more than twice, AND tested it out when you asked me to, so there shall be no bombs or heavy amounts of ASL code falling on me... Other than that, good luck with it, it looks good, and i hope to see the finished game soon. |
MaDbRiT |
posted 20-04-2003 09:05 BST
Hi there
quote: I would be very interested to hear your suggestions for improving my library, either on this forum or by e-mail would be cool. However q3ext.qlb is in fact 'obsolete', I have a completely re-written version now (called typelib.qlb) which does all the previous version did but with the following improvements:- The alias tag is available on clothing again, Q3EXT used it, the new lib doesn't need to. The layered clothing types now work for non player actors as well as the player. The big one! You can now ask or tell non player characters to do things for you instead of doing them yourself. This means that an instruction like, "Servant, take off my muddy boots" Is quite possible, as is "Watson, examine the decanter". The code is all running pretty well already, but I have not yet completed testing nor written a manual for it. Al |