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Dec 15, 2009, 7:46pm




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Result 1 of 10:
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 AuthorTopic: How to create Locked Doors (Read 384 times)
menr44
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 How to create Locked Doors
« Result #1 on Jan 25, 2005, 3:40pm »

PLEASE HELP ME !!!
I'm building a game where you are a top-criminal.
you begin in your cell and you found a small key to open the iron gate to get out of the cell.
So my question is how do you create locked doors/gates in ADrift?

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Result 2 of 10:
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 AuthorTopic: Where to begin- story & interaction (Read 380 times)
Scarecrow
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 Re: Where to begin- story & interaction
« Result #2 on Sept 1, 2004, 4:39am »

If I read this post correctly, then my approach was to start the game in a house. The player is able to explore the house etc but is not able to leave the house unless certain conditions have been met (such as wearing clothes!).

That way the player was able to get into the game and explore something before the real game started.

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Result 3 of 10:
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 AuthorTopic: Moving all dynamic objects in a room (Read 253 times)
kf
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 Re: Moving all dynamic objects in a room
« Result #3 on May 14, 2004, 2:52pm »

I'd just use one elevator room and change the room you can exit into
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KF

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Result 4 of 10:
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 AuthorTopic: Moving all dynamic objects in a room (Read 253 times)
Mystery
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 Moving all dynamic objects in a room
« Result #4 on May 14, 2004, 1:02pm »

Is there a way to move all dynamic objects within a room to another room?

I've got a two room elevator- if the player drops something then operatest the elevator- it moves the player to the second elevator room, but I can't seem to figure out how to move any object he may drop.

Any ideas?


I was thinking of the getdynfromroom, but really was hoping there was an easier way.
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Result 5 of 10:
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 AuthorTopic: Default ADRIFT response text (Read 400 times)
kf
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 Re: Default ADRIFT response text
« Result #5 on Apr 23, 2004, 12:34pm »


Quote:


It's a lazy workaround.


I totally disagree. It is a very simple yet powerful feature, although it would be better if it were integrated into the generator. In a way it is like an included file in the languages.

If Campbell could see his way clear to producing a standardised responses ALR or even better having an option to export one from the Generator with updating direct in case of changes between versions.
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KF

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Result 6 of 10:
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 AuthorTopic: Default ADRIFT response text (Read 400 times)
MileO
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 Re: Default ADRIFT response text
« Result #6 on Apr 22, 2004, 6:17am »


Quote:
What's wrong with the ALR?


It's a lazy workaround.
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stat rosa pristina nomine, nomina nuda tenemus


Result 7 of 10:
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 AuthorTopic: Default ADRIFT response text (Read 400 times)
kf
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 Re: Default ADRIFT response text
« Result #7 on Apr 17, 2004, 3:23pm »

What may be nasty is that if even a single character is changed in a default response the alr would be broken.

Maybe we would be better off having ADRIFT give tokenised responses, and have a standardised ALR that would always be included.
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KF

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Result 8 of 10:
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 AuthorTopic: How do you go about this? (Read 282 times)
davidw1
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 Re: How do you go about this?
« Result #8 on Apr 14, 2004, 6:41pm »

Cry louder! :(
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Result 9 of 10:
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 AuthorTopic: How do you go about this? (Read 282 times)
MileO
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 Re: How do you go about this?
« Result #9 on Apr 14, 2004, 6:06pm »

I've been crying out for a move all objects held by player to temporary store option in the Generator for 2 years now. :-/
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Result 10 of 10:
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 AuthorTopic: Tads vs. ADRIFT (Read 827 times)
davidw1
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 Re: Tads vs. ADRIFT
« Result #10 on Apr 14, 2004, 4:16pm »

No, the thread was on the main forum. I'll head over now and bump it again and see if anyone's currently working on the latest version.
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