| 07-28-2004, 07:28 PM | #1 |
In my rpg, I´m trying to create a talk-system, whre the player will communicate with units by moving the rpg-character unit next to other units and entering chat strings to talk. I think of doing this by evaluating sub-strings on the entered chat string. but i won't know exactly where the substring will be, beacuse the player could type any words in between the important words that i will evaluate. So, Is there a way to use an "and" operator on events, like: -- event1 and event2 hapend then do action -- (that way i could evaluate several usbstrings in an entered chat string) |
| 07-28-2004, 07:34 PM | #2 |
It would actually be a condition, not an action. Second of all making a custom chatting system is sadly impossible because there is no way to clear the chat screen. I thought I might mention that so that you might save time. That is, unless you find a way to bypass it. |
| 07-28-2004, 07:54 PM | #3 |
Yeah, I tried using conditions, but there's only a Substring x,y condition, and I won´t know the x and y values, because the player could just type "hello" or "whats up!" and that changes the substring numbering... As for the chat screen clearing: i will use transmissions to the unit answers. And the player will have to talk slowly... ;) |
| 07-28-2004, 07:59 PM | #4 |
I came up with a different idea to communicate: the player moves his unit near the unit he wants to talk to and selects that unit too: then the player enters a chat string then each sub-string of the chat string is evaluated, and if the sub-string is recognized, then it launches another trigger that checks other sub-strings that could be related to the previously-entered chat string, and it repeats on and on until there's no more sub-strings to evaluate. It will need a lot of triggers ! |
| 07-28-2004, 08:02 PM | #5 |
and there will be radom answers... |
