Wait in walk through

I have a walk through where I need to wait for something to happen before continuing. Ideally I would be able to wait for a certain number of seconds (so that it's happened) and then my walk through can continue. It feels like there should be an obvious way of doing this - what is it?


Set the room to Run script then Add new script. Towards the bottom of the list of scripts that pop up you'll find one that says Run script after a number of seconds.


Instead of doing that, why not just use a "wait to continue" that way the player has time to read the scripts on their own before you push the next section onto them?

It looks like this in code.

wait {
}

Just a suggestion!


That is one way, but as I've stated in another thread there's a potential bug with this script (at least when playing online) in that the game fails to respond to the keypress.


Oh! I didn't know you guys were doing the online version. I was referring to the downloaded one. Sorry!


I'm not using the online version, but when we upload our games people have the option to play them online.

I'm suggesting the bug is with the online runner, not Quest.


If you upload your game to the site from the downloaded version for people to play online, you shouldn't be getting an error with the "press to continue". You must be using the script wrong by putting things in the wrong order maybe. If you post your scripts I could check them :) Or attempt to.


I did post my script, in the other thread where you asked for it.

msg ("Bla bla bla")
wait {
  MoveObject (player, hallway)
}

Hallway starts with a clear screen.


I might be misinterpreting your replies, but I'm not trying to run a script in the room after a delay; I'm trying to make a walkthrough delay rather than immediately continue on to the next command.

It looks like the walkthrough only executes commands that the user can type, rather than scripts, and the "wait" command returns immediately. So how do I make a walkthrough delay?


As far as I know, you cannot have it wait for a certain amount of time. I started to write a game that used timed events a while a go, and ended up converting it to turn-based events instead, and this was part of the reason for doing so.


Ah, that's a shame. This is a game aimed at someone who doesn't know how to play games, so the ability for stuff to happen while they sit there confused is important. I'll have to hack around it.

An alternative would be the ability for a walkthrough to start from a specific room, but I've not seen any indication that I can do that.

I'm not complaining - great free software.


Are you talking about saving your moves when testing your game and playing the walk through through?


Yes, exactly. I can record a walkthrough, but it plays as fast as it can - which is probably normally what you want, but if there is a timing event, you might want your walkthrough to pause so that the timing event has happened.

For example, I have a script which is triggered on entry to a room. It enables a timer, which will print some messages after a while, and then make an exit visible. When I record a script, I wait for that to happen. But there's no command to do that, so when I replay the script, it will try to go through the exit that isn't visible yet.


I remember that with X2. The only work around I can think of (and this is what I did), was to disable the timer so that you can play through entirely on one walk-through. Also, I think I would move my player to the point immediately after the timer had ended and create a new walk-through from there. It's not perfect but it works. The worst part is when you have multiple things going on that trigger other events (items in inventory, flags set, etc) for the game to progress. If this is the case, you'll just have to eliminate the timers to keep your walk-through functioning properly. =/

Best of luck.


It might be a lot more work. But in the beginning of your game, you could have a screen that asks the player if they would like a full walk-through of the beginning of the game. Which takes them to a mirror version of the first few rooms where you can explain things to them and they can take their time learning it.

So something like...

Roomobject1

msg ("Welcome to the game --- below you will find the introduction and a few choices. Try typing blah blah...")

player types blah blah

msg ("Great! You can use the command bar to enhance your play. Try look at the compass now locating on the right hand side of the screen. The lit buttons will indicate exits. Try clicking on the southern exit.")

player clicks on the southern exit
before leaving room
msg ("Great job! You're getting the hang of it") 

Roomobject2
msg ("This is a new room as you can see. Try typing "look" to find out what it looks like.")

player types "look"
msg ("This is called a room description (room description here). As you can see you will be traveling to many different rooms in the game, all of which can be looked at. You can even check yourself out...try look me, or x me!")

Or something like that. Hope that helps!

Anonynn


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