by Ice Cream Jonsey » Wed Jul 24, 2002 2:27 am
I haven't released the source code to Fallacy of Dawn, and there's a very good reason for it -- game objects and locations are strewn about in three different files without any seeming sort of reasoning as to what should be where... and secondly, because I did the following:
For moving characters around, I used Hugo's character scripting process. There are some built-in actions, like having a character move in a compass direction, but I also made some of my own. One such routine was called "CharExclaim." With that routine, if I have a character saying something and Yar is not in the same room, Yar won't hear it. (As opposed to "CharScream," in which case he would.) In order to use that routines you need to provide, as variables, a character and some way to note exactly which of the "n" number of things you want the character to say.
So, you can go like this:
Code: Select all
{
setscript[Script(Porn, 2)] = &CharExclaim, object,
&CharMove, s_obj
}
Fair enough. However, where I have "object," well, I was
actually using objects. For some reason I didn't think I could use an array. Which (and granted, it's 3:15am, so I may re-check my work tomorrow) I seem to see that you, ah, actually can.
So rather than have to use actual physical objects that I had previously created for the game and wonder 'geez, did I use the newspaper already? The gun? Hm...', I can use a nice-and-logical-and-readable assortment of numbers. Much better. And it only took me two years and seven months before I realized it.
[/code]
I haven't released the source code to Fallacy of Dawn, and there's a very good reason for it -- game objects and locations are strewn about in three different files without any seeming sort of reasoning as to what should be where... and secondly, because I did the following:
For moving characters around, I used Hugo's character scripting process. There are some built-in actions, like having a character move in a compass direction, but I also made some of my own. One such routine was called "CharExclaim." With that routine, if I have a character saying something and Yar is not in the same room, Yar won't hear it. (As opposed to "CharScream," in which case he would.) In order to use that routines you need to provide, as variables, a character and some way to note exactly which of the "n" number of things you want the character to say.
So, you can go like this:
[code]
{
setscript[Script(Porn, 2)] = &CharExclaim, object,
&CharMove, s_obj
}
[/code]
Fair enough. However, where I have "object," well, I was [i]actually using objects.[/i] For some reason I didn't think I could use an array. Which (and granted, it's 3:15am, so I may re-check my work tomorrow) I seem to see that you, ah, actually can.
So rather than have to use actual physical objects that I had previously created for the game and wonder 'geez, did I use the newspaper already? The gun? Hm...', I can use a nice-and-logical-and-readable assortment of numbers. Much better. And it only took me two years and seven months before I realized it.
[/code]