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Thread: Play Sound, and a boat, plus falling

  1. #1
    Lynel Majora's Avatar
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    Play Sound, and a boat, plus falling

    play sound: When Link falls for more than X combos (or pixels, whichever ZC recognizes, no preference) in distance in a single fall, a SFX should play (I noticed in the SFX Data under "Quest" goes up to 120-something).

    A boat: A FFC King Of Red Lions (more info will be provided as needed)

    Falling: This goes with Play sound, and what should happen is this:

    1) When Link Falls for a distance of X combos or more, a SFX should play
    2) Assuming he's fallen for X combos , he takes X damage
    3) When he lands, another SFX plays

    If SFX can be triggered via script, I would appreciate it if someone made this for me. (With EXPLICIT directions) also, if it matters, I need this for 254 (scripting could have changed for all I know)

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    Wizrobe C-Dawg's Avatar
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    Re: Play Sound, and a boat, plus falling

    Sound effects are easy. Check out DarkDragon's thread: "Finally, some documentation." I think the command is "Game->PlaySound(#);" or something very similar.

    As for falling... that one's going to be a little tricker. I guess you'd monitor whether there is a solid combo under Link, and increment a variable each tic that there is nothing there. Also, monitor Link's Y coordinates. Reset the counter to zero if he's on the ground. If Link's Y coordinate decreases, stash the old maximum Y in a variable and check how far below that Y coordinate Link gets each tic, but stop counting if there is a solid combo below him. If the distance between Link's top Y coordinate and current Y coordiante is big enough, and he's never been on a solid combo, set a variable that will damage him when he finally does hit a solid combo.

    There ya go, now script it :d

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    Lynel Majora's Avatar
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    Re: Play Sound, and a boat, plus falling

    I will try, thanks! :reading: + = Link breaking his legs

    (if all else fails, I'll mail $5 to your house with a note that says "Write it!" )

    EDIT: I assume then that a script can affect a whole DMap?

    EDIT2: In std.zh, can I edit it so that it says
    Code:
    const int SFX_FALL	= ##; //Sound when script is active
    in effect adding another SFX that ZC might recognize?

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    Wizrobe C-Dawg's Avatar
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    Re: Play Sound, and a boat, plus falling

    I think you load SFX into the quest manually using the editor. There's a SFX editor now. Then, just use the number of the SFX you added.

    I think.

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