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Thread: Rapid-fire enemy script.

  1. #11
    Wizrobe C-Dawg's Avatar
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    Re: Rapid-fire enemy script.

    Change the combo assigned to the FCC. Leaving it at combo 0 is code for
    not in use" and Zquset will ignore your data.

  2. #12
    The Time-Loop Continues ZC Developer
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    Re: Rapid-fire enemy script.

    Yes, i've done that.

    goto data>freeform combos select 2 in the drop down box, click edit, go to the arguments tab, in D0 change to number to the ID of the combo (not tile) you want the fireball to be (you will most likely have to add it in the combo editor, setup the tile, animation and combo type [damage] all in the combo editor) in the combo editor the number at the bottom under Combo: is the number you put in D0. In D1 put a number for the speed of the fireball
    What ffc 2-8 look like on mine are DO-795, and D1-8. I saw combo 795 after i killed the boss, which is weird.


    I don't know?
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  3. #13
    Octorok
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    Re: Rapid-fire enemy script.

    that is weird, so what exactly did the script do, I mean do the fireballs shoot at Link as they should (they should aim roughly at Link I added a slight random factor for a spread effect) dissapear when they hit the edge of the screen. Does the boss work corectly (do the fireballs originate from the boss, and when you do n-100 damage does the boss dissapear)

  4. #14
    The Time-Loop Continues ZC Developer
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    Re: Rapid-fire enemy script.

    Well like I said, after I kill the boss there is a fireball (combo 795, cset8, on the ground.) I have know idea.

    Is there anyway I could of possibly set this up wrong? I've been messing with it for many hours.

    It might be something really stupid. I'd send you the quest if you want.
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  5. #15
    Octorok
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    Re: Rapid-fire enemy script.

    Yea send me the quest and I'll see if I can get it working right for you. My tests worked fine execpt a minor problem with killing the enemy (but I think that was the enemy editor not my script) this may be a similar problem but I will see what I can do for ya

  6. #16
    Octorok
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    Re: Rapid-fire enemy script.

    Quick revision, add one line to the fireball script:

    Code:
    ffc script boss_fball {
    void run (int tnum, int spd) {
    //setup vars
    npc boss = Screen->LoadNPC(1);
    this->CSet = 0;
    this->Data = 0;
    int shoot = 0;
    int dx = 0;
    int dy = 0;
    int dist = 0;
    int rnd_x = 0;
    int rnd_y = 0;
    while (true) {
    ///**Add the folling line to the script and see if it fixes the problem***\\\
    if (fire_boss_alive == 0) {this->CSet = 0;}
    if (this->CSet == 0) {
    	this->X = boss->X;
    	this->Y = boss->Y;
    	}
    if (this->CSet != 0 && shoot == 0) {
    	this->Data = tnum;
    	shoot = 1;
    	dx = (Link->X+8) - (this->X+8);
    	dy = (Link->Y+8) - (this->Y+8);			 
    	dist = Sqrt(dx*dx + dy*dy);
    	rnd_x = Rand(4)-2;
    	rnd_y = Rand(4)-2;
    	}
    if (this->CSet != 0 && shoot == 1) {
    	this->X += rnd_x + (dx / dist) * spd;
    	this->Y += rnd_y + (dy / dist) * spd;
    	
    	}
    if(this->X <0 || this->X > 240 || this->Y <0 || this->Y >160) {
    	this->CSet = 0;
    	this->Data = 0;
    	shoot = 0;
    	}
    Waitframe();
    }
    }
    }
    try that out, let me know if it fixes the problem

  7. #17
    The Time-Loop Continues ZC Developer
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    Re: Rapid-fire enemy script.

    Alrighty then. Setting co-ordinates. Preparing for beam up.

    OK then I'll try that first
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  8. #18
    The Time-Loop Continues ZC Developer
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    Re: Rapid-fire enemy script.

    Nope. Nada. Zilth.

    I already know whats gonna happen though. Your gonna look at it and say "That idiot forgot to set the watchamacallit doohicky"
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  9. #19
    Octorok
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    Re: Rapid-fire enemy script.

    Alright beam it up captin, I'll reconfiger the dilithem matrix and beam it back to you..

  10. #20
    The Time-Loop Continues ZC Developer
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    Re: Rapid-fire enemy script.

    for b509 Feel free to poke around. not much has been imported because of the corruption bug. It's still got about 80&#37; of the tiles though.
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