Nimono
03-27-2007, 03:52 PM
Okay, let's go...
1: I propose that enemies also get a "jump" function, called "npc->Z". Yes, some enemies can't change their positions on the Z-Axis on their own. But what if you wanted enemies to be on a higher platform, aka, be above link? You can't exactly do that. That's what this function would do. If the enemy can't change its Z-Axis on its own, then when the enemy gets its own position on the Z-Axis, it stays there.
2: Make a "Link->Z" function or change "Link->Jump" to it. Link->Z wouldn't make Link jump, but instead do what npc->Z would do- Gives Link a permanent spot on the Z-Axis until something changes that. ....Though, until combos get a Z-variable.... It wouldn't really be useful unless a script handled every possible thing that could happen to Link on a combo.....
So.... Yeah. :/
1: I propose that enemies also get a "jump" function, called "npc->Z". Yes, some enemies can't change their positions on the Z-Axis on their own. But what if you wanted enemies to be on a higher platform, aka, be above link? You can't exactly do that. That's what this function would do. If the enemy can't change its Z-Axis on its own, then when the enemy gets its own position on the Z-Axis, it stays there.
2: Make a "Link->Z" function or change "Link->Jump" to it. Link->Z wouldn't make Link jump, but instead do what npc->Z would do- Gives Link a permanent spot on the Z-Axis until something changes that. ....Though, until combos get a Z-variable.... It wouldn't really be useful unless a script handled every possible thing that could happen to Link on a combo.....
So.... Yeah. :/