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Thread: Sign post

  1. #11
    Gibdo beefster09's Avatar
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    Re: Sign post

    I think I'll tweak the signpost to be more like a GB signpost. (where you can only read it from the front.)

    EDIT:Odd... It should do that, but you can read it from the sides and back.
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  2. #12
    Lynel
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    Re: Sign post

    I added the NPC script, but what's this about reading it from the back? That shouldn't be. I distinctly recall testing it for that. Hang on.

    Edit: Well, I tried it out, and the only small quirk is that if you're next to a sign, and facing up, you can read the sign. But, other than that, my code explicitly checks for Link facing up, and for him to be in front of the sign.
    Tale of the Cave - a web comic - Updates Monday, Wednesday, Friday
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  3. #13
    Octorok Plissken's Avatar
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    Re: Sign post

    Man thanks a lot for this awesome script. But I'm having one problem with both of the scripts in the first post. It seems that most of the time the scripts just won't work...but sometimes they do without me changing anything. These are some of the first scripts I've actually cared enough about to get it working right. I've got everything I've done in the setup confirmed and I've done it all correctly. So is this just a stability problem with builds or is there something I can do? By the way I'm using build 448.
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  4. #14
    Lynel
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    Re: Sign post

    Well, what doesn't work about them? Although I haven't tried them specifically on build 448, I did try them on 443, and there haven't been any ZScript or FFC related changes since then.

    The detailed steps for using any FFC script is as follows:

    1. Create your script file - If you've never used a script in your game before, you need to create a new file for them. It will hold all your scripts, and should look like this:

    Code:
    import "std.zh"
    
    //this is where scripts go
    Save it as "myquest.z" or something like that. (But, the ".z" extension is important!)

    2. Copy and paste the script into your file - Paste it just underneath the "this is where scripts go" line. The script is everything from "ffc script whatever {" to the last "}"

    3. Import the script file - In ZQuest, go to Tools->Scripts->Compile ZScript... Then, click "Import" (If a window pops up asking if you want to replace, click Yes). Navigate to your script file, and double click on it.

    4. Compile it - Click on Compile!, and it will show the results of compilation (6 "passes", the details of which are wholly irrelevant). If there's an error in the script (such as if you copied and pasted wrong, it will say what the error is. Please post the error here, if you could)

    5. Assign it - After the compiling is done, a new window pops up in which you assign script slots. Pick a script on the right (such as "sign"), and a slot on the left (such "Slot 1: <none>"), and hit the little "<<" button to assign it. Note which number you assign to which script!!!! Hit Ok. It will confirm that the script were assigned successfully.

    6. Create your FFC - This varies depending on the script, but I'll assume you're using the sign post script. So, go to Data->Freeform Combos and pick an FFC. Assign the sign post combo, and position it somewhere. Then, in the Script box, choose the script number you assigned in Step 5.

    7. Assign the arguments - Then, click on the Arguments tab, and fill in the script-dependant values (for the sign post, the only one you need is #0, which is the number of the string to display)

    8. Save - Yeah.

    9. Test - Go into your game, go up to the sign post, and hit A. It should then display the string.

    If you have problems at any of these (very detailed and condescending) steps, let me know. I'll probably also turn this into a tutorial on my other site
    Tale of the Cave - a web comic - Updates Monday, Wednesday, Friday
    ZC Tutorials - Tutorials and Script Library - Updated July 30, 2008
    ZeldaGuard - Corruption in my save files? It's more likely than you think!
    I do script requests!

  5. #15
    Octorok Plissken's Avatar
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    Re: Sign post

    Well I've done all of that and now the npc script is working all the time but the signpost still just stopped working (As in everything's set up right but when you press A the message doesn't come up.) If I figure anything out I'll tell you.
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  6. #16
    Lynel
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    Re: Sign post

    Well, keep in mind that the sign post is only designed to be activated from the bottom. That's the main difference between it an the npc script (other than the npc facing thing).

    Also, if you want to swap scripts easily, put both scripts in the same file. If you put them in separate files, they won't import properly.
    Tale of the Cave - a web comic - Updates Monday, Wednesday, Friday
    ZC Tutorials - Tutorials and Script Library - Updated July 30, 2008
    ZeldaGuard - Corruption in my save files? It's more likely than you think!
    I do script requests!

  7. #17
    Octorok Plissken's Avatar
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    Re: Sign post

    Ok that's where I went wrong. When I entered them in separatly the last one I entered was the only one that works. Thanks!
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  8. #18
    Lynel
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    Re: Sign post

    Ah, heh, I did the same thing myself, when I started scripting. Now, I just throw everything into a big file, and worry no more :)
    Tale of the Cave - a web comic - Updates Monday, Wednesday, Friday
    ZC Tutorials - Tutorials and Script Library - Updated July 30, 2008
    ZeldaGuard - Corruption in my save files? It's more likely than you think!
    I do script requests!

  9. #19
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    Re: Sign post

    It seems very easy for you to carry on re-reading the string if you're holding down A to speed up the message - and not very easy to escape from constantly re-reading the string.

  10. #20
    Octorok Ebola Zaire's Avatar
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    Re: Sign post

    This is an EXTREMELY useful script. Is there any way you could get it to display a layer when it's activiated, for text backgrounds and such?

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