Closed KVonGit closed 3 years ago
You can always delete the line:
loc:"hub",
Why would you want it to be in the location, but not visible?
Why would you want it to be in the location, but not visible?
I don't remember what we did with that destinations
object in the Quest Group Project.
<object name="hub">
<inherit name="editor_room" />
<attr name="feature_startscript" type="boolean">false</attr>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<description type="script">
DescribeHub
</description>
<enter type="script">
HubEnterScript
game.pov.dimension = this
</enter>
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
<isfemale type="boolean">false</isfemale>
<race>human</race>
<attr name="pov_look" type="script">
DescribePlayer
</attr>
</object>
<command name="TravelFromHub">
<pattern>travel;t</pattern>
<script>
ShowMenu ("Travel to where?", GetDirectChildren(destinations), true) {
msg (TravelToHub.travelmsg)
dest = GetObject(result)
player.parent = dest.to
player.dimension = dest.to
}
</script>
</command>
<object name="destinations">
<inherit name="editor_object" />
<visible type="boolean">false</visible>
</object>
</object>
<object name="gateway">
<inherit name="gateway_type" />
<inherit name="editor_room" />
<attr name="feature_startscript" type="boolean">false</attr>
<gateway />
<attr name="_initialise_" type="script">
AddToHubGateway (this)
</attr>
</object>
I'm just trying to port that main game and library over to the new stuff.
I already have a haphazard way to send data from game to game via url, mostly based on your old code from different places.
I think we'd have to fake the newly added exits to different "dimensions". I'm thinking of cloning a fake exit object, making the name something like "exit to the north". Then, hijacking the GO NORTH command in that room so it actually loads a url to a new game while transferring some attribute data along the way.
Digressions aside, I was just copying your old objects and such from the group project. That destinations
object was marked visible=false
, and I began to search for such a setting in the new Quest code.
It's no big deal at all. I figured out how to fake it, and I may not even use it. I just wanted to make sure I wasn't overlooking anything.
I already have a haphazard way to send data from game to game via url, mostly based on your old code from different places.
There is a help page about this, but it assumes the game is hosted as a web page, rather than on textadventures https://github.com/ThePix/QuestJS/wiki/Chaining-Several-Games-Together
Is there a built-in way to make an object invisible?
In Quest 5, we could set
visible
tofalse
, but I can't find anything that does that in this code.I cheated like this:
If there's a legitimate method, I'd rather not hack. Else, it's no big deal. This is one of the few times I'd want to do this anyway.