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overriding take static object response & keydown error

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overriding take static object response & keydown error

Postby clinton_r » Thu Aug 18, 2016 2:18 pm

Hi there,
Really enjoying using Adrift! Just wondering if anyone can help with a couple of queries. I want to create a specific response when the player tries to take an object that they're not supposed to - i.e. to replace the standard "you can't take the x". I tried creating specific "take x" tasks with the static objects in question and changing the priority but this didn't seem to work. Is there a way to get around this without getting rid of the restriction in the parent "take objects" task?

Secondly, can anyone tell me what this error message is about? It seems to happen only sometimes, when you encounter a character, though I can't figure out exactly what the cause might be.

Thanks a million!
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Re: overriding take static object response & keydown error

Postby Lazzah » Thu Aug 18, 2016 2:56 pm

clinton_r wrote:Hi there,
Really enjoying using Adrift! Just wondering if anyone can help with a couple of queries. I want to create a specific response when the player tries to take an object that they're not supposed to - i.e. to replace the standard "you can't take the x". I tried creating specific "take x" tasks with the static objects in question and changing the priority but this didn't seem to work. Is there a way to get around this without getting rid of the restriction in the parent "take objects" task?

Thanks a million!

Easiest way to do that is to create a Text Override, replacing the original "You can't take the x" with whatever you want.
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Also available: The Axe of Kolt, The Spectre of Castle Coris, The Fortress of Fear, Die Feuerfaust - The Fist of Fire and The Lost Children
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Re: overriding take static object response & keydown error

Postby clinton_r » Thu Aug 18, 2016 3:06 pm

Cool, and I could create a different response for each object? Not sure how to go about that...
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Re: overriding take static object response & keydown error

Postby clinton_r » Thu Aug 18, 2016 3:11 pm

Ah ok, I have it now. Thanks! Any idea about the Key Down error?!
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Re: overriding take static object response & keydown error

Postby Lazzah » Thu Aug 18, 2016 3:57 pm

clinton_r wrote:Ah ok, I have it now. Thanks! Any idea about the Key Down error?!

No, I'm afraid not, way above my head. I'll leave that to one of the more knowledgeable Drifters to answer. Saabie????
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Re: overriding take static object response & keydown error

Postby saabie » Fri Aug 19, 2016 12:45 am

clinton_r wrote: I want to create a specific response when the player tries to take an object that they're not supposed to - i.e. to replace the standard "you can't take the x". I tried creating specific "take x" tasks with the static objects in question and changing the priority but this didn't seem to work. Is there a way to get around this without getting rid of the restriction in the parent "take objects" task?.
Yes, modify that restriction.
For static objects it is the restriction "Property Object Type for Referenced Objects must by Dynamic" that fails in the "Take Objects (Parent Task)".
If you right-click on the text box in the restriction you can select "Add Alternate Description".
Put a special messages in this alternate text box that you want shown if they try to pick up a specific static object.
Add a restriction to the alternate description that the referenced objects must be (that static object).
You can add as many of these alternate descriptions as you want.
If you want several objects to print the same message then you can put them in a group and use a "referenced objects must be within group" restriction.
clinton_r wrote:can anyone tell me what this error message is about? It seems to happen only sometimes, when you encounter a character, though I can't figure out exactly what the cause might be.
Are you still typing the command and ADRIFT is trying to auto-complete the last word?
It looks like one of the restrictions of the task contains an error.
Can you open the debugger in high detail level ust before you enter the command, then click through all the errors and copy the debugger output into a forum message.
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Re: overriding take static object response & keydown error

Postby Lazzah » Fri Aug 19, 2016 7:45 am

saabie wrote:
clinton_r wrote: I want to create a specific response when the player tries to take an object that they're not supposed to - i.e. to replace the standard "you can't take the x". I tried creating specific "take x" tasks with the static objects in question and changing the priority but this didn't seem to work. Is there a way to get around this without getting rid of the restriction in the parent "take objects" task?.
Yes, modify that restriction.
For static objects it is the restriction "Property Object Type for Referenced Objects must by Dynamic" that fails in the "Take Objects (Parent Task)".
If you right-click on the text box in the restriction you can select "Add Alternate Description".
Put a special messages in this alternate text box that you want shown if they try to pick up a specific static object.
Add a restriction to the alternate description that the referenced objects must be (that static object).
You can add as many of these alternate descriptions as you want.
If you want several objects to print the same message then you can put them in a group and use a "referenced objects must be within group" restriction.

Nice one saabie, it never occured to me to do it that way! :Thanks:
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Re: overriding take static object response & keydown error

Postby clinton_r » Mon Sep 12, 2016 3:59 pm

Thanks so much for your helpful responses - I'm sorry for the delay getting back to this, I've been away!
I went through the game to where the error occurs (one of the places anyway) and ran the debugger. I'll paste what should be the relevant bits below! It doesn't mention anything about an error. The error message in Runner pops up really quickly just as I'm typing the command and then disappears again!
Thanks again!


Task '[speak/talk] to %character%' matches input.
Checking scope: Applicable
The Player Character must have seen Referenced Character: Passed
The Player Character must be visible to Referenced Character: Passed
Command matches without ambiguity.
The Player Character must have seen Referenced Character: Passed
The Player Character must be visible to Referenced Character: Passed
Task passes restrictions.
Task priority: 143
Attempting to execute task [speak/talk] to %character%...
Checking single reference task [speak/talk] to the man
The Player Character must have seen Referenced Character: Passed
The Player Character must be visible to Referenced Character: Passed
Passed Restrictions
Checking whether any of our child tasks should override...
Executing Actions...
What do you want to say? Might be polite to start by <u>say</u>ing hello.
Task passes and has output. Will not execute lower priority tasks
Walk ghost walk [5/5]
Restarting walk ghost walk
Character Anonymous walks to group 'gloomy places' (Lighthouse)
Walk dog walk [2/3]
Event Tide Comes In [-20/596]
...............................................
Task 'Say something (lazy)' matches input.
Checking scope: Applicable
The Player Character must not be in conversation with Any Character: Failed
Checking scope: Visible
Command matches without ambiguity.
The Player Character must not be in conversation with Any Character: Failed
Task does not pass restrictions.
Task 'Say something' matches input.
Checking scope: Applicable
The Player Character must be in conversation with Any Character: Passed
Command matches without ambiguity.
The Player Character must be in conversation with Any Character: Passed
Task passes restrictions.
Task priority: 50052
Attempting to execute task Say something...
Checking single reference task say hello
The Player Character must be in conversation with Any Character: Passed
Passed Restrictions
First Reference: (no output)
(no output)
Executing Actions...
Executing task 'Say something to character'.
First Reference: (no output)
Second Reference: The Lighthouse Museum Curator(no output)
Attempting to execute task Say something to character...
Checking double reference task say hello to the man
The Player Character must have seen Referenced Character: Passed
The Player Character must be in the same location as Referenced Character: Passed
Passed Restrictions
Checking whether any of our child tasks should override...
First Reference: (no output)
Second Reference: The Lighthouse Museum Curator(no output)
(no output)
Executing Actions...
Execute Conversation Command: hello
Executing Actions...
Task passes and has output. Will not execute lower priority tasks
Task passes and has output. Will not execute lower priority tasks
Walk ghost walk [1/5]
Walk dog walk [3/3]
Restarting walk dog walk
Character Anonymous walks to group 'jungle' (Jungle18)
Event Tide Comes In [-19/596]
...............................................
Task 'Say something (lazy)' matches input.
Checking scope: Applicable
The Player Character must not be in conversation with Any Character: Failed
Checking scope: Visible
Command matches without ambiguity.
The Player Character must not be in conversation with Any Character: Failed
Task does not pass restrictions.
Task 'Say something' matches input.
Checking scope: Applicable
The Player Character must be in conversation with Any Character: Passed
Command matches without ambiguity.
The Player Character must be in conversation with Any Character: Passed
Task passes restrictions.
Task priority: 50052
Attempting to execute task Say something...
Checking single reference task say no
The Player Character must be in conversation with Any Character: Passed
Passed Restrictions
First Reference: (no output)
(no output)
Executing Actions...
Executing task 'Say something to character'.
First Reference: (no output)
Second Reference: The Lighthouse Museum Curator(no output)
Attempting to execute task Say something to character...
Checking double reference task say no to The Lighthouse Museum Curator
The Player Character must have seen Referenced Character: Passed
The Player Character must be in the same location as Referenced Character: Passed
Passed Restrictions
Checking whether any of our child tasks should override...
First Reference: (no output)
Second Reference: The Lighthouse Museum Curator(no output)
(no output)
Executing Actions...
Execute Conversation Command: no
Task passes and has output. Will not execute lower priority tasks
Task passes and has output. Will not execute lower priority tasks
Walk ghost walk [2/5]
Walk dog walk [1/3]
Event Tide Comes In [-18/596]
...............................................
Task 'Ask about subject' matches input.
Checking scope: Applicable
The Player Character must be in conversation with Any Character: Passed
Command matches without ambiguity.
The Player Character must be in conversation with Any Character: Passed
Task passes restrictions.
Task priority: 50019
Attempting to execute task Ask about subject...
Checking single reference task ask about occulting light
The Player Character must be in conversation with Any Character: Passed
Passed Restrictions
First Reference: (no output)
(no output)
Executing Actions...
Executing task 'Ask character about subject'.
First Reference: The Lighthouse Museum Curator(no output)
Second Reference: (no output)
Attempting to execute task Ask character about subject...
Checking double reference task ask The Lighthouse Museum Curator about occulting light
The Player Character must have seen Referenced Character: Passed
The Player Character must be in the same location as Referenced Character: Passed
Passed Restrictions
First Reference: The Lighthouse Museum Curator(no output)
Second Reference: (no output)
(no output)
Executing Actions...
Execute Conversation Ask: occulting light
Task 'fix lighthouse' must be complete: Failed
Task 'put flame on light stand' must be complete: Failed
Executing Actions...
Task passes and has output. Will not execute lower priority tasks
Task passes and has output. Will not execute lower priority tasks
Walk ghost walk [3/5]
Walk dog walk [2/3]
Event Tide Comes In [-17/596]
...............................................
Task '[speak/talk] to %character%' matches input.
Checking scope: Applicable
The Player Character must have seen Referenced Character: Passed
The Player Character must be visible to Referenced Character: Failed
Checking scope: Visible
Checking scope: Seen
Command matches without ambiguity.
The Player Character must have seen Referenced Character: Passed
The Player Character must be visible to Referenced Character: Failed
Task doesn't pass restrictions, but is current highest priority failing task with restriction output.
Task priority: 143
Attempting to execute task [speak/talk] to %character%...
Checking single reference task [speak/talk] to The Lighthouse Museum Curator
The Player Character must have seen Referenced Character: Passed
The Player Character must be visible to Referenced Character: Failed
Failed Restrictions
%CharacterName% can't see %character%.Name!
First Reference: The Lighthouse Museum Curator(no output)
Walk ghost walk [4/5]
Walk dog walk [3/3]
Restarting walk dog walk
Character Anonymous walks to group 'jungle' (Jungle19)
Event Tide Comes In [-16/596]
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Re: overriding take static object response & keydown error

Postby Campbell » Thu Sep 29, 2016 8:38 pm

If you want to send me your TAF file and instructions of how to reproduce, I'll look into the exact cause of the error.
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Re: overriding take static object response & keydown error

Postby clinton_r » Tue Oct 04, 2016 3:39 pm

That would be great, thanks Campbell! Where should I send it to? On another matter - is there any chance you'll be reinstating the web runner again?! There's some Mac users out there that I'd love to send my game to!!
Thanks :)
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Re: overriding take static object response & keydown error

Postby Campbell » Tue Oct 04, 2016 3:53 pm

Campbell at ADRIFT dot org dot UK. And isn't the web runner working currently?
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Re: overriding take static object response & keydown error

Postby clinton_r » Wed Oct 05, 2016 1:53 pm

Nope! The connection times out each time. Both when clicking on the green 'play' arrow beside individual games and when trying to reach the http://play.adrift.org.uk/ address...
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