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Joe123
10-18-2006, 12:44 PM
I set up a passageway in a dungeon and for some reason it wont work. When i set up the dmap orginally, there were no item and passageway rooms for some reason, so i copied them from an earlier dungeon. Also my dungeon template wont work, so i drew one screen and copied that as the template. When i enter the passageway screen and walk round to the other side to exit, you renter another passageway screen on the other side. Then when you exit that one, you end up in the item room. Any help please? :S

Jawakiller999
10-18-2006, 05:53 PM
Well, in the tile warp, did you set it to passageway? and then use the stairs icon on the screen where you can set where items are. then, back to the tile warp, the warp can't go to the passageway, it'll mess it up, so set the tile warp where you want to be when you exit it. And don't set a tile warp for the item room, you use Room Type-> Special item, and set the item. That should be it. =)

Joe123
10-19-2006, 07:54 AM
yes, i did it like that ¬_¬ i know that you have to set the coordinates to the next room etc, it just wont work. and im not trying to make an item room, thats just whats happening when i try to do a passageway.

LinkMaster500
10-19-2006, 12:12 PM
Is the screen used for passageways placed on Screen 81 on your DMap because that is the default used in ZQuest? Screen 80 is used for caves and dungeon item rooms.

I presume that your dungeon DMap is set to a level number greater than zero.

Also, did you test the passageway warp in ZQuest itself (not in Zelda Classic where you play the quest)? Just press F10 to bring up the Tile Warp dialog box and press "G" (or click on the "Go" button). Does it take you back and forth between the two screens in question?

Joe123
10-19-2006, 05:54 PM
Oh i drew the passageway room in 82 by accident - thanks :P

LinkMaster500
10-19-2006, 07:20 PM
Apparently, the passageway must be in Screen 81--unless you make your own passageway and then warp to it and then warp to another screen in that dungeon.

Joe123
10-20-2006, 06:42 AM
oh right. how would i do that though? you cant have two different warps to different places in one room can you :confused:

LinkMaster500
10-20-2006, 10:54 AM
I think that is possible, but you would have to use a beta version of 2.11 of ZQuest. You could try it out, but it might be better to wait until the full-fledged version is available as the developers are still trying to work out some bugs.

Joe123
10-20-2006, 05:50 PM
Oh right thanks. I'm using ZC2.10. I was also wondering how darkflamewolf made the boss rooms - well and otheres - in isle of the winds that have a different name and music and such. I assume theyre on a different dmap, but how would you make it so as to warp you to two different rooms? It cant be a 2.11 thing in that situation because isle of the winds i think was made on 1.92 beta 183

LinkMaster500
10-20-2006, 08:14 PM
Yes that is correct. You need to make a new DMap for the boss room and then assign a different MIDI for it.

Joe123
10-21-2006, 05:33 AM
How would i then make a side warp at each side of the screen so as to link to the dungeon and the triforce room though?

The_Amaster
10-21-2006, 08:11 AM
You can assign more than one side-warp to a room. Set the botom to A, and say, the left to B, than assign A a scrolling warp to one room, and B a scrolling warp to the triforce room.

erm2003
10-21-2006, 09:30 AM
He's using 2.10 though. Multiple warps are a beta feature.

LinkMaster500
10-21-2006, 06:18 PM
You do not have to use two side warps. In the boss room, set the door you entered from to a 1-way shutter so you cannot go back. That would work, but you would not be able to go back once you enter the boss room. That probably was not the way DarkFlameWolf did it, but you could get around the multiple side warp problem. Then use a scrolling warp to assign the side warp to the Triforce room.

Joe123
10-21-2006, 08:10 PM
Ahhhh thanks. Whats a scrolling warp though?

LinkMaster500
10-21-2006, 11:11 PM
A scrolling makes it appear as if Link had just walked from the old screen to the new screen. To the player of the quest, it will be as if the boss room is on the same map as the rest of the dungeon, although the quest was not designed that way. It's just like what we have in A Link to the Past or Link's Awakening where Link just enters the boss room and the music changes.

Joe123
10-23-2006, 07:12 PM
Oh right, thanks. I think it is done like that in Isle of the Winds aswell actually