Hi xiii,
The key words come from the two 'say' and 'msg' COWScript commands.
The are not directly related to the actual commands you type in cow (get, do ,say etc..)
So of you want to have a cow command 'whistle' so you can type it like 'think' then you need to do the following:
1. go into the bok of basics
2. create a command cal-led whistle
3. code it (similar to think)
4. make sure it does a 'say' or a 'msg' with a trigger word 'xwhistles'
5. now make your doggy respond to ##whistles:runsub whattodo;
If you only want yourselfto be able to whistle, jst get the command cal-led whistle.
The difference between commands and any reacting objects is that the first line of code found starts the command, whiel a reacting objects finds the matching bock to the trigger keyword.
have fun now :-)
---
Waof! woaf! says the doggy :)
Croooa? says the corbac.
Q: about mode trigger and switch on/off,
I see whith mode trigger display that there is a function which remane in
certain cases the choosen trigger word adding an 'x'. I thoug this function
was testing before updating the object's code the list of all trigger
words to avoid the use of same trigger words for different objects, like for
'act' whith postman and gardener. I was having trigger 'whistle' for object
called whistle and a unwilled 'xwhistle' for player xiii. Renaming manually
the first trigger word to 'zwhistle' then trying to rename the xii's
'xwhistle' to 'whistle' did not work. This make me think that there is a
list of reserved words, or that the first trigger 'whistle' was not freed
after being renamed in 'zwhistle'.
Q: about commands,
I wonder how to make a coded object become a command. (I will try to find
a less direct solution to make xiii (me) react to 'do whistle the doggy'
using the 'action' trigger word.
Thats all folks, (for now...)