Comment Set for Unreachable Areas

  • #1, by atrusWednesday, 22. March 2017, 15:38 3 years ago
    Hello All,

    Have the following situation:

    Character is standing on a balcony. Around him and below there are some objects which are not reachable. He can look at them but for any other action, would like to fallback to another comment set named e.g. 'unreachable' so that the character says stuff like "Cannot Reach it" etc... Switching to this comment set is easy with the relevent action part.

    The issue here is that, from what i understand, the comment sets in VS are a fallback for 'Execution at Destination' type commands and not for 'Immediate Execution' type commands. (Since he cannot reach any object we have to use Immediate Execution commands only). However, VS doesn't fallback to the new comment set, instead the character tries to go to the item.

    Maybe i'm missing smth here, so any feedback is appreciated!

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  • #2, by afrlmeWednesday, 22. March 2017, 16:00 3 years ago
    You can specify a position that character can walk to to look at the objects. Immediate exectution should also fallback to comment sets if the command/item is not found in the actions list, though of course you could forgo the comment sets & create a called by other action block, a VS value, then inside of the called by other action block you would do something like this...

    set random value "example" between 1 and 5
    if value "example" is 1
     display text "some text"
    end if
    if value "example" is 2
     display text "some other text"
    end if
    ...

    I think you get the general idea? It's basically how comment sets work anyway. So you could create an action command [any] item [any] and inside that have it call the called by other action. Should do the trick. wink

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  • #3, by atrusWednesday, 22. March 2017, 16:27 3 years ago
    Thanks AFRLme for the nice tips! specifying the position will work yes, but in this case i will prefer the 2nd solution; this is because the character will later go down the balcony and will be able to interact with these items closely.

    So in this case, need to set a variable 'on balcony' so when the char is on the balcony the random 'unreachable responses' will fire and when he goes down he interacts normally wink


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  • #4, by afrlmeWednesday, 22. March 2017, 16:59 3 years ago
    If the interaction is based on the way system & the character being able to reach the scene object / point of interest then I would recommend using separate scene objects & a assigning a condition to both of them (same condition) which you can toggle to determine which object should be displayed/active.

    immediate actions/commands will always take priority over execute at destination commands.

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  • #5, by atrusWednesday, 22. March 2017, 17:15 3 years ago
    yes, duplicating the items seems to be always the most failsafe solution to such issues razz

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  • #6, by atrusWednesday, 22. March 2017, 17:38 3 years ago
    Another tip in order to avoid duplication of items that seems to be working (need further testing) is the following:

    In the actions lists, you order the 'immediate action' command first and call the 'executed command on destination' from within the immediate action if needed, i.e.:

    'open' executed (immediate)
    'open' executed
    .
    .

    Then you have a condition to check whether the character can reach the item or not, let's say he can open the item only when he is on the balcony:

    If condition on balcony is true
      Call action 'open' executed
    else.. (do stuff if he is not on the balcony, i.e. he cannot reach the item)

    Also noted that you mentioned:

    action command [any] item [any]
    but it seems that [any] is applicable only for items, not for commands correct? Need to make a separate action for each command.

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  • #7, by afrlmeWednesday, 22. March 2017, 19:09 3 years ago
    Aye, yeah sorry. I was writing without having VS open.

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