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View Full Version : Block triggers, combo cycling, pots, and other things...



Nick
01-15-2003, 10:29 PM
Ok... I cannot get the newest situation I've created working correctly.

http://nick.purezc.com/gob/time_cave.gif

The block with the yellow eye is a pushblock. The block will push around on the floor with the same set of tiles. One of the skulls slashes to reveal a switch for the block to go on (the others are fake). I've got a block trigger in this place. The problem comes that when I push the block into place, the secret combos don't trigger (the secret is to slow the conveyor down so Link can walk on it).

I'm not sure if this has to do with the slash pot over the block trigger or the combo cycling of the conveyor.

Ideas on what is causing this to not work? :shrug:

KJAZZ
01-16-2003, 02:58 AM
No idea, but how are you gonna speed down the conveyor? Or are you just gonna simulate it?

Cloral
01-16-2003, 05:12 AM
When an action triggers like that, the flags are cleared. There was something I was trying to do a while ago (can't remember what), and it wouldn't work for the same reason. Real pisser, eh?

ShadowTiger
01-16-2003, 09:02 AM
First of all, I would assume that this is still early in the game, as you have the L1 sword and no ring. Am I correct in my assumption? Just curious.

And here is what I believe is happening now:

1) Your undercombo should be the block switch. There should be a block trigger flag over that tile instead of a secret flag.
2) There should be secret flags over the rest of the blocks that show the shattered pot, or however you did it.

So there are 2 evident problems here: First of all, The block trigger DOES trigger secret flags, as I had an example of it in TP, so I should know that it does, and that is fairly helpful knowledge in this case. Alright then. Second of all, I am assuming that the left half of the conveyor combo is walkable, but the other half isn't. That's how you did the fast conveyor? Sure, why not.
So what you probably need to do is lessen the amount of pots to make sure that all of them must be destroyed in order to get the statue onto the real block. That way, when the secret is triggered, any blocks left over won't shatter for some reason because of the secret flags, and it'll make it look more real, and you can bypass that part of the problem. Also, I noticed that you're combo cycling the conveyors. Perhaps if you just made it so it would be one fast animating conveyor combo that would only be half walkable? That -might- solve the other part of your problem, assuming that there were 2. :shy: Good luck with that.

Nick
01-16-2003, 12:46 PM
Originally posted by Cloral
When an action triggers like that, the flags are cleared. There was something I was trying to do a while ago (can't remember what), and it wouldn't work for the same reason. Real pisser, eh?

Oh yeah. It is. :sweat:

BH4, I cycled the conveyor for a reason. It cycles thru solid and non solid conveyor left combos. This successfully makes it look like Link cannot force his way completely onto the conveyor because it is pushing him back so fast (though it's really because the thing becomes solid and Link can't walk forward anymore). There is also the fact I want Link to be able to go thru the other way on the conveyor (with this setup, it works). To sum that up, I wanted a one way conveyor.

I'll just set the puzzle up a different way since this way isn't working great anyway. :shrug:

fatcatfan
01-16-2003, 01:13 PM
Originally posted by Cloral
When an action triggers like that, the flags are cleared. There was something I was trying to do a while ago (can't remember what), and it wouldn't work for the same reason. Real pisser, eh?

So you're saying that, when a push block is pushed onto a block trigger, secret combo flags are cleared instead of triggering secret combos to appear? Or is it the combo cycling which is messing up the flags? Either way, that doesn't seem to be the expected behavior. I'll see if we can fix that, but there may be a reason for it that I'm unaware of.

Nick
01-16-2003, 02:49 PM
http://nick.purezc.com/gob/time_cave.gif
http://nick.purezc.com/stuff/setup_time.gif

I figured this might help some. :shrug:

All of the floor it can push on is on layer 1 (so I didn't have to set a new secret combo for the pot, eliminating being able to place a block trigger on it).

fatcatfan
01-16-2003, 03:29 PM
See if this helps you. The trick is to set the block trigger flag on the secret combo which replaces the slashed combo. If you put a secret combo flag over a slash combo, the slash combo changes to that secret combo rather than to the under combo (without triggering secrets, even). A disclaimer, though. I'm not much of a quest maker, so there might be a reason you can't do what I show, but I do know my example worked. Also, this is in the latest beta, so I'm not sure if some change made this effect possible. Without further ado

-=[EDIT]=-
I've just tested this in b163 and it works there as well.
So, your skull needs to be a slash combo. Put a secret combo flag on it. The pushable statue and the block trigger can be normal (none) combos. Put the pushable flag on the statue. When you edit your secret combos, hold down control while clicking the secret combo that will replace the slashed skull to bring up the flags screen. There choose the block trigger flag.


http://webpages.charter.net/fatcatfan/zelda001.gif
http://webpages.charter.net/fatcatfan/zelda002.gif
http://webpages.charter.net/fatcatfan/zelda003.gif
http://webpages.charter.net/fatcatfan/zelda005.gif
http://webpages.charter.net/fatcatfan/zelda006.gif

Nick
01-16-2003, 05:42 PM
Yay! It worked!

Thanks. :)

On another note... when was that feature added in (secret combos with flag types)? I never noticed it before. :odd:

fatcatfan
01-16-2003, 10:05 PM
Whenever the move from taking combos from screen 84 took place, I guess. Before that, you could place the needed flag using screen 84. Even I had to ask DN how to do it.