Command group troubles

  • #1, by BenmirathMonday, 30. September 2013, 00:28 11 years ago
    Hi, I've been looking through the wiki and forums for a little while, and haven't found an answer to this question yet, so I figured I should just come out and ask. The long and the short of it is, how do command groups work?
    I'm working on a game where we're trying to streamline the command selection, and wanted to have a catch all interaction command that, depending on what you are hovering over, would make available different commands like use, talk to, or pick up. I know this can be accomplished through actions and some use of conditional logic, but command groups sounds like it's designed for what I'm trying to accomplish, and would make for a far cleaner solution. So what are command groups for? And do they lend themselves to what I'm describing? And if not, what are they generally used for?
    Thanks for whatever help you can offer.

    Newbie

    31 Posts


  • #2, by afrlmeMonday, 30. September 2013, 01:07 11 years ago
    Command groups allow you to assign multiple individual commands to them from multiple interfaces... say for instance you have multiple characters & they each have their own command interface; what you could do for example is create a command group & assign the walk (or whichever) command from each interface to it & then instead of multiple action executed on object/character etc, you only need to execute the command group on it. inside of the action you could add if queries to check who the current character is - to determine what action should be performed. You might be able to skip the if queries if the actions to be performed is the same for each character.

    Imperator

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  • #3, by BenmirathThursday, 03. October 2013, 01:16 11 years ago
    Gotcha, thanks so much for the explanation. I suppose I just misunderstood their purpose, but this setup makes sense as well. I eventually found a workaround using a combination of command groups and conditional statements to create the cycling interactivity I was aiming for. Thanks for the insights!

    Newbie

    31 Posts

  • #4, by afrlmeThursday, 03. October 2013, 02:46 11 years ago
    the most streamlined interface system is the broken sword based one, which is 1 single command. left click for interaction & right click for examine.

    it is not necessary to create loads of commands; having said that, it's all down to the type of interface you want to create/use for your game.

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