User Tag List

Page 1 of 2 1 2 LastLast
Results 1 to 10 of 11

Thread: Multi-tile push blocks

  1. #1
    Is this the end?
    ZC Developer
    Saffith's Avatar
    Join Date
    Jan 2001
    Age
    41
    Posts
    3,389
    Mentioned
    178 Post(s)
    Tagged
    6 Thread(s)
    vBActivity - Stats
    Points
    6,435
    Level
    24
    vBActivity - Bars
    Lv. Percent
    70.37%

    Multi-tile push blocks

    A simple script to follow push blocks. This allows for multi-tile blocks, like the statues in ALttP.
    Two arguments: D0 and D1 get, respectively, the X and Y position of the block in tiles, starting from 0.
    There's one improbable potential bug that I'm aware of: if you push a block in a direction other than the direction Link is facing, the FFC will move the wrong way. I don't think that's normally possible, though.
    If the block itself disappears or changes to another combo type, the FFC will go crazy. Also, if for some reason the undercombo is the same type of combo as the block itself, the FFC won't move.

    TallPushBlock.txt
    TallPushBlock.qst

  2. #2
    On top of the world ShadowTiger's Avatar
    Join Date
    Jun 2002
    Location
    Southeastern New York
    Posts
    12,231
    Mentioned
    31 Post(s)
    Tagged
    3 Thread(s)
    vBActivity - Stats
    Points
    29,581
    Level
    46
    vBActivity - Bars
    Lv. Percent
    60.47%
    Achievements It's over 9000!

    Re: Multi-tile push blocks

    if you push a block in a direction other than the direction Link is facing, the FFC will move the wrong way. I don't think that's normally possible, though.
    Messing with Diagonal movement can probably do that. I'll experiment around with it though.

  3. #3
    Octorok Linkus's Avatar
    Join Date
    Oct 2006
    Age
    34
    Posts
    181
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    1,183
    Level
    11
    vBActivity - Bars
    Lv. Percent
    78.77%

    Re: Multi-tile push blocks

    Sorry, I know that the topic is VERY old, but the link is broken. Does anyone have a mirror?

  4. #4
    Is this the end?
    ZC Developer
    Saffith's Avatar
    Join Date
    Jan 2001
    Age
    41
    Posts
    3,389
    Mentioned
    178 Post(s)
    Tagged
    6 Thread(s)
    vBActivity - Stats
    Points
    6,435
    Level
    24
    vBActivity - Bars
    Lv. Percent
    70.37%

    Re: Multi-tile push blocks

    Ah, sorry. Yeah, don't have that webspace anymore. 'Til I get a new place, Homestead and RapidShare will have to do.

    TallPushBlock.txt
    TallPushBlock.qst

    One other thing to be aware of: if the statue isn't in the same place every time you enter the screen, the script'll screw up pretty badly.

  5. #5
    &&
    ZC Developer
    Joe123's Avatar
    Join Date
    Sep 2006
    Age
    33
    Posts
    3,061
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    7,305
    Level
    26
    vBActivity - Bars
    Lv. Percent
    9.01%

    Re: Multi-tile push blocks

    I wanted to use this but, this is ZASM I'm assuming?
    How does one work ZASM?

  6. #6
    Is this the end?
    ZC Developer
    Saffith's Avatar
    Join Date
    Jan 2001
    Age
    41
    Posts
    3,389
    Mentioned
    178 Post(s)
    Tagged
    6 Thread(s)
    vBActivity - Stats
    Points
    6,435
    Level
    24
    vBActivity - Bars
    Lv. Percent
    70.37%

    Re: Multi-tile push blocks

    Tools->Scripts->Import ASM FFC Script.
    You can't copy and paste those; you have to save the file and import it.

  7. #7
    &&
    ZC Developer
    Joe123's Avatar
    Join Date
    Sep 2006
    Age
    33
    Posts
    3,061
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    7,305
    Level
    26
    vBActivity - Bars
    Lv. Percent
    9.01%

    Re: Multi-tile push blocks

    I guessed that much, but do I have to make it into a .z file or anything?
    And do I just set it to the FFC in the same way that I would set a ZScript to an FFC?

  8. #8
    Is this the end?
    ZC Developer
    Saffith's Avatar
    Join Date
    Jan 2001
    Age
    41
    Posts
    3,389
    Mentioned
    178 Post(s)
    Tagged
    6 Thread(s)
    vBActivity - Stats
    Points
    6,435
    Level
    24
    vBActivity - Bars
    Lv. Percent
    70.37%

    Re: Multi-tile push blocks

    For ZASM, it's a .txt file instead of a .z. After it's imported, you use it exactly the same way.

  9. #9
    Wizrobe
    Join Date
    Nov 2002
    Posts
    2,819
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    8,464
    Level
    27
    vBActivity - Bars
    Lv. Percent
    78.21%

    Re: Multi-tile push blocks

    question: what do you mean set D0 & D1 to the x & y position of the block in tiles?
    My Zquest Tutorial
    tutorial document

    Working on a quest, I swear i'll finally finish one, one of these days!

    Status:
    --Overworld: 60% done
    --Dungeons: 0% done
    --Misc: 0% done

  10. #10
    Wizrobe
    Join Date
    Dec 2006
    Age
    29
    Posts
    3,693
    Mentioned
    3 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    8,937
    Level
    28
    vBActivity - Bars
    Lv. Percent
    43.21%

    Re: Multi-tile push blocks

    When you set up the freeform combo, there is a tab called "augments". It is fule of a bunch of boxes that are D0, D1, D2, and so on. You input the scripts parameters here. In this case, the blocks x and y postition.
    Quote Originally Posted by rock_nog View Post
    Well of course eveything's closed for Easter - don't you know of the great Easter tradition of people barricading themselves up to protect themselves from the return of Zombie Christ?


Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
About us
Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.
Social