Or you could just give an object the 'animate' attribute without assigning it to an i7 kind of person or man or woman, etc. The way I understand it, i7 manual tells you to sort objects into sentient and non-sentient by giving them 'kinds', but the actual code parser ignores this information and only looks at whether objects have the 'animate' attribute (which they get automatically when they are assigned to a sentient kind).
So, this gives you a convenient hook to make an animate object that belongs to a non-sentient kind...
Code:
The Starting Room contains an animate scenery thing called a built-in AI.
However, there were cases where, for a reason I didn't understand (perhaps some kinds won't allow it), I wasn't able to successfully assign certain objects the animate attribute. This was solved by an i6 hack, forcing the attribute upon them, like so...
Code:
A built-in AI is a backdrop. The built-in AI is in every room.
Include (- has animate -) when defining the built-in AI.
Hope that's helpful. It's been a while since I came upon that solution -- I looked it up in my code for you but I may have misrecalled the way I arrived at it. Anyway, it worked, but I don't use the i6 hack anymore -- I ended up commenting it out for some reason. Possibly because at one point I decided to change a lot of my 'kinds of backdrop' into ordinary 'scenery' objects of various kinds.
Paul.