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Santano64neo
03-20-2008, 01:06 AM
Okay, I've decided to make a Starfox quest and I encountered a few problems.

1. Is it possible to edit how Fox looks when he uses the blaster towards the side? When I do it, he turns to the north and jabs his side. I want him to face to the side and hold his gun, but not edit how he walks towards the side.

2. I tried changing the old lady's tile to completely defult so I can use her for chats between the characters. But the words don't appear.

3. Is it possible to change how Fox will look on a certain map? I want him to appear as an arwing on one of the maps so he can travel to other planets.

If you know how to do these, then please help. Thanks!

Pteryx
03-20-2008, 02:02 AM
With regard to #3, you could use a combination of scripting and Link tile modifiers. Basically, when you go to a space map, give Fox a hidden item that changes his appearance to that of an Arwing (you may want to swap out other items of his too to reflect this, assuming you want space combat to be possible), and when he goes to a planet map, take the item away. I'm still new enough that I can't really give you clearer advice than that, though... -- Pteryx

Shazza Dani
03-20-2008, 02:18 AM
If your text doesn't appear, make sure the level number is above zero, and you have a "guy" on the screen. The fact that you deleted the graphic has nothing to do with the text not appearing.

Revfan9
03-20-2008, 02:20 AM
Okay, I've decided to make a Starfox quest and I encountered a few problems.

1. Is it possible to edit how Fox looks when he uses the blaster towards the side? When I do it, he turns to the north and jabs his side. I want him to face to the side and hold his gun, but not edit how he walks towards the side.

2. I tried changing the old lady's tile to completely defult so I can use her for chats between the characters. But the words don't appear.

3. Is it possible to change how Fox will look on a certain map? I want him to appear as an arwing on one of the maps so he can travel to other planets.

If you know how to do these, then please help. Thanks!

1. Sure you have everything with the Link Tiles right?

2. The Dmap level has to be on anything other than 0 for text to appear, that's the most common reason for the words not appearing.

3. Well you can do some really complicated stuff with Link tile mods... But me myself, I would ditch the idea before going through all of that effort. If you wanna do it though, I can explain how.

Santano64neo
03-20-2008, 02:21 AM
Okay. I just managed to get 1 to look how I want it to be.

About 3. How do I do that? I mean, I know you can use an Item to change his looks. But how do I take it away? I was thinking more along the lines of creating certain tiles in space but I have no Idea how to do that.

Plus, 2 and 3 are gonna be vital for the quest because it involves Fox traveling through the Lylat System to different planets and his team-mates giving him hints through-out the adventure.

Santano64neo
03-20-2008, 02:30 AM
Ah. Encountered another problem. The MIDI won't play. Is that a glitch because it is the overworld theme.

Revfan9
03-20-2008, 02:30 AM
Use the Link Tile modifiers. In the item data, the "Link Tile Mod" is what is added to the tile number of all the link tiles. For example, if the arwing tiles are 4 rows of tiles below the Fox tiles, then set the tile mod data for Misc 1 to 80, and the tile mod data for Misc 2 to -80. Give Fox the Misc 1 item during the transition to the space scene, then give him the Misc 2 item to change him back.

Make sure that the MIDI you want to play on the OW is set on the Dmap data.

Santano64neo
03-20-2008, 02:40 AM
Figured out what was wrong. Something with my computer.

I think I might have to give up on the quest for now. But do you know what tile is used when Link stabs sideways?

Master Maniac
03-20-2008, 11:13 AM
not really sire what the question is, but you can edit that in
quest>graphics>sprites>link

Santano64neo
03-20-2008, 02:46 PM
Yeah, tried it. I think I'll leave that quest for now and work on another one. Does anyone know how to import the tiles from 2.10 test? I want graphics like that. Or should I just delete the map on 2.10 test and just save the quest under another name?

Revfan9
03-20-2008, 03:59 PM
If you're going to start a new quest with a new tileset, you're better off just deleting the maps on the original quest file and saving it under a different name.

...Though I personally wouldn't recommend New1st (The tileset used in 2.10 test) as a tileset to use though, it's atrocious.

Santano64neo
03-20-2008, 07:45 PM
Um, the dungeon colors are all wacked up. It's all rainbowy

Revfan9
03-20-2008, 08:49 PM
Make sure you change the level palette on the Dmap data.

Santano64neo
03-20-2008, 09:18 PM
Uh, it's still not working.

Joe123
03-20-2008, 09:20 PM
Press 'F4' and put in the number of the level palette you're using.

Santano64neo
03-20-2008, 09:30 PM
Thanks! That did the trick!

Joe123
03-20-2008, 09:42 PM
Remember though, doing that will only affect how it looks in ZQuest.

You have to do what Rev said about the DMap editor to change how it looks in ZC.

Revfan9
03-20-2008, 09:46 PM
Yeah, the thing with f4 can make it easier to make screens, but it doesn't change what the screen will look like when you play the quest.

Santano64neo
03-20-2008, 09:49 PM
All right. Thanks for the help. I'll let ya know if I encounter any more problems I can't fix.

EDIT: By the way, do you know how to put crystal switches in ZC? You know, like in the console games where the switch opens a door.

Joe123
03-20-2008, 10:05 PM
Secret Flags.
http://www.purezc.com/forums/index.php?showtopic=17039

Santano64neo
03-20-2008, 10:24 PM
K. So I just create a crystal tile and place the strike flag on it?

Joe123
03-20-2008, 10:35 PM
Yes.

And on your doors, use flags '16-32' to make them change when you hit the strike flag.

Santano64neo
03-20-2008, 10:58 PM
Okay. Can you be more specific? Like, do I use 16 on the shutters or 17 or etc.?

Joe123
03-20-2008, 11:17 PM
They're all the same.
Go into the secret combo dialog.

Each of them represents a box in that dialog, and is replaced by that box when the screen's secret is triggered.

So when you activate a secret, all combos with flag '16' on them change to the combo in the first box in the block of 16 on that dialog

Santano64neo
03-21-2008, 01:44 AM
Uh, you know those dungeon door tiles that are with thother tiles like, say the floor and stuff. Well, placing them downwards and to the side allows me to pass... But if I place it up, it's like a force field that is preventing me from passing!

Revfan9
03-21-2008, 03:08 AM
Right-click the combos and make sure that the middle square isn't entirely pink. The pink area is where you can't walk through.

Santano64neo
03-21-2008, 04:09 PM
I fixed it. Um, Can you help with layers? I want to create like a mist in a forest area. can you help?

Revfan9
03-21-2008, 08:19 PM
Misc->Layers and set layer 6 to whatever screen you want, checking off the "Transparent" box. Go to the screen that you set as layer 6, and lay down the mist tiles.

Santano64neo
03-29-2008, 01:40 PM
Okay. I need help again. I have side warps selected for entering villages and leaving them, but when I tested the village exit sidewarp, it just moved Link and the screen to the far left of the map. Does anybody know how to fix this?

Joe123
03-29-2008, 01:46 PM
Does the warp take you to a dmap with a slider?
Make sure you're referencing the correct coordinates for the destination screen.

Revfan9
03-29-2008, 01:47 PM
Make sure that the warps are relative to the Dmap, not to the actual map. If the Dmap is on the far right of the map, and you want Link to be warped to the top-right screen on that map, you set the warp to 07, not 0F.

Santano64neo
03-29-2008, 01:58 PM
No. The village is on an entirely different map. The warp getting there works, its just the getting back.