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Messages - MusicallyInspired

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1561
SCI Syntax Help / Re: Question re: SCI Studio Help code snippet
« on: August 24, 2010, 11:31:37 PM »
I think it's the string which defines an inventory object when you try to interact with it with the parser. So "look gem" and "look glowing gem" will function. Otherwise it won't work (which it doesn't for any of my current inventory items in KQ2SCI). Also, Inventory items are somehow tied to props which can be on the screen. The way Brian did it (or Sierra?) was that a player could drop an inventory object and it would appear on screen. So there might be some kind of shared script stuff there....as opposed to the natural way I'd look at it as completely separate bits of code that look like they belong together to the player.

I don't know if I'm making any sense.

A little snip from the SCI Studio help file regarding the InvI class:

Quote
bool saidMe()
Returns TRUE is the user's input "Said" the name of the inventory item. Otherwise, FALSE.
 

This doesn't seem to work in the template game even if the said property is defined.

1562
SCI Syntax Help / Re: Question re: SCI Studio Help code snippet
« on: August 23, 2010, 12:25:56 PM »
Hey! Maybe that has something to do with the said words in the Inv script for each inventory obeject that didn't ever seem to do anything! You can't just type "look at gem" if you have it in your inventory. You have to actually open your inventory window and select it to look at it. I was going to program a bunch of global said statement procedures to get it to work.

Brian! Why didn't you document these things????

1563
SCI Syntax Help / Re: How to use Qualifying Adjectives with the parser?
« on: August 21, 2010, 11:10:42 PM »
you can't "take" it but you do "buy" it from Fester's store. And on a recent playthrough test for ScummVM I did indeed type "buy orat on a stick" and it worked.

1564
SCI Syntax Help / Re: Disabling Save/Restore
« on: August 20, 2010, 01:24:39 PM »
Never mind, I've figured it out. You have to go to the Game header file (game.sh) and renumber the menu functions there. This'll be handy for others who can't figure it out...

1565
SCI Syntax Help / Re: Disabling Save/Restore
« on: August 20, 2010, 01:10:49 PM »
I managed to successfully remove the Save/Restore functions by removing EVERY reference to Save and Restore from the menubar class but now Quit doesn't work. I believe it's because between Save/Restore and Quit in the menubar there is a separator that obviously isn't supposed to do anything and it's assigning Quit's functions to that control...which is nothing. Anyway, I can't figure out how to make Quit work while Save/Restore is disabled.

1566
SCI Syntax Help / Disabling Save/Restore
« on: August 20, 2010, 12:45:03 PM »
How would I go about disabling the Save and Restore functions? I removed them from the menubar class but then it screws up the shortcut keys for some reason. CTRL+Q brings up the Save dialog and F7 brings up Restart Game or something. I think I remember succeeding before I just don't remember....any ideas? I mean disable Save/Restore for an entire game not just a certain section. I'm working on a new project and it's very short so it doesn't need Save/Restore.

1567
SCI Syntax Help / Re: How to use Qualifying Adjectives with the parser?
« on: August 20, 2010, 11:12:02 AM »
Why is the word 'of' in the vocab then? It also seems silly that (once again) the SCI engine is incapable of something AGI did with ease.

Also, In King's Quest I SCI you can type "get four leaf clover" and it will work. There's no prepositions, but it's there. I'll look for other examples as well.

1568
SCI Syntax Help / Re: How to use Qualifying Adjectives with the parser?
« on: August 19, 2010, 12:49:44 PM »
Then you'd basically be saying "take basket basket" in-game which would return an error. And, in your example, words in brackets are just a collected series of "ORs". It doesn't acknowledge both of them at the same time. At any rate, I tried it and it fails.

I just wish Brian would have documented the parser a lot more than he did. He basically through a simple tutorial together and expected everyone else to understand it. In fact, he had that attitude for almost everything script related. Not everyone's a natural programmer...maybe that's why SCI Studio never really garnered much attention.

As a side note, it's nice to have active members tackling problems again. Feels like 3 years ago again :).

1569
SCI Syntax Help / Re: How to use Qualifying Adjectives with the parser?
« on: August 19, 2010, 12:23:52 PM »
Oh I should have mentioned that I put my 'take/key' logic after the 'take/key<gold' and 'take/key<silver'.

Ah! That did it! :) Thanks for figuring this out. Why this stuff isn't properly documented I'll never know....this should go in the How To tutorial thread.

Unfortunately, I can't figure out how to use this for stuff like "basket of goodies". I can make it work with "take goodies basket" in-game but "take basket of goodies" isn't recognized....I thought the parser was smart enough to figure this stuff out.

1570
SCI Syntax Help / Re: How to use Qualifying Adjectives with the parser?
« on: August 19, 2010, 10:44:59 AM »
Didn't work for me. Even though I had take/key<gold and take/key<silver after take/key it still decided to ignore both of them and gave me the take/key description.

1571
SCI Syntax Help / Re: How to use Qualifying Adjectives with the parser?
« on: August 18, 2010, 11:50:51 PM »
Thank you! I will test this!

1572
SCI Syntax Help / Re: How to use Qualifying Adjectives with the parser?
« on: August 18, 2010, 01:34:49 AM »
I'm starting to think that the parser interface in the SCI template game is unfinished. Other Sierra games have no problem using adjectives. The function is even there in SCI Studio/Companion, but there is no explanation as to how to use it!

1573
SCI Syntax Help / Re: How to use Qualifying Adjectives with the parser?
« on: August 17, 2010, 10:44:15 AM »
Wow! If you manage to get this working it would be INVALUABLE to my KQ2 remake! I have to settle with things like "basket" and "goodies" instead of "basket of goodies" or "girl" instead of "red riding hood".

1574
Indeed. Same here.

1575
Oooo. That is interesting. I've never played a Zork game before (other than Return).

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