User Tag List

Page 2 of 3 FirstFirst 1 2 3 LastLast
Results 11 to 20 of 23

Thread: quick question

  1. #11
    The Time-Loop Continues ZC Developer
    Gleeok's Avatar
    Join Date
    Apr 2007
    Posts
    4,826
    Mentioned
    259 Post(s)
    Tagged
    10 Thread(s)
    vBActivity - Stats
    Points
    12,959
    Level
    33
    vBActivity - Bars
    Lv. Percent
    26.2%

    Re: quick question

    Probably intended to be a translucent tile......does it even work like that? An ffc with a trigger type that is..
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

  2. #12
    Wizrobe The_Amaster's Avatar
    Join Date
    Dec 2005
    Location
    St. Mystere
    Age
    32
    Posts
    3,803
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    8,810
    Level
    28
    vBActivity - Bars
    Lv. Percent
    26.07%

    Re: quick question

    Maybe a floor tile? I forget, can you set FFCs under Link?

  3. #13
    Gibdo Master Maniac's Avatar
    Join Date
    Aug 2007
    Location
    umm in a house
    Age
    32
    Posts
    646
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    2,533
    Level
    16
    vBActivity - Bars
    Lv. Percent
    47.07%

    Re: quick question

    what i was gonna do was make it trigger just one flag. flag 16.

    but this isnt turning out as easy as i hoped it would...

    there should be a trigger function for things like this...
    ... i just died a little inside...

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    "this time, of this sixteenth of a thousand lives will be my last, and this curse will be broken. though my fate is to burn in hell, it is worse to live among the thousand lifetimes that i have been sentenced to, than it would be to have satan tear the flesh from my body repeatedly for an eternity"

    --Andross Maximillion Remedy
    (otherwise known as Rem)

  4. #14
    Wizrobe The_Amaster's Avatar
    Join Date
    Dec 2005
    Location
    St. Mystere
    Age
    32
    Posts
    3,803
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    8,810
    Level
    28
    vBActivity - Bars
    Lv. Percent
    26.07%

    Re: quick question

    Maybe if you describe the effect you're trying to create.

  5. #15
    Gibdo Master Maniac's Avatar
    Join Date
    Aug 2007
    Location
    umm in a house
    Age
    32
    Posts
    646
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    2,533
    Level
    16
    vBActivity - Bars
    Lv. Percent
    47.07%

    Re: quick question

    well... im trying to make a simpler version of the floor puzzle script.

    here it is:
    ffc script floor_puzzle{

    void run(int n, int x, int y){

    if(Screen->ComboT[ComboAt(x,y)] == n){

    int combo = Screen->ComboT[ComboAt(Link->X,Link->Y)];
    Screen->ComboT[ComboAt(Link->X,Link->Y)] = 658;
    Waitframes(3);
    Screen->ComboT[ComboAt(Link->X,Link->Y)] = combo;

    }
    Waitframe()
    }

    it compiles just fine. but when i try to test it, nothing happens.

    it was supposed to be if (n) combo ID's matches this tile then trigger the flag.
    ... i just died a little inside...

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    "this time, of this sixteenth of a thousand lives will be my last, and this curse will be broken. though my fate is to burn in hell, it is worse to live among the thousand lifetimes that i have been sentenced to, than it would be to have satan tear the flesh from my body repeatedly for an eternity"

    --Andross Maximillion Remedy
    (otherwise known as Rem)

  6. #16
    Wizrobe The_Amaster's Avatar
    Join Date
    Dec 2005
    Location
    St. Mystere
    Age
    32
    Posts
    3,803
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    8,810
    Level
    28
    vBActivity - Bars
    Lv. Percent
    26.07%

    Re: quick question

    Sorry, yeah, but what does it do. What kind of floor puzzle? Is it just a "push a block onto a marker" or something?

  7. #17
    Gibdo Master Maniac's Avatar
    Join Date
    Aug 2007
    Location
    umm in a house
    Age
    32
    Posts
    646
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    2,533
    Level
    16
    vBActivity - Bars
    Lv. Percent
    47.07%

    Re: quick question

    umm the one thats hard to describe lol.

    that puzzle where you have to turn the floor tiles colors when you step on them and make them all the same to proceed?
    ... i just died a little inside...

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    "this time, of this sixteenth of a thousand lives will be my last, and this curse will be broken. though my fate is to burn in hell, it is worse to live among the thousand lifetimes that i have been sentenced to, than it would be to have satan tear the flesh from my body repeatedly for an eternity"

    --Andross Maximillion Remedy
    (otherwise known as Rem)

  8. #18
    Wizrobe The_Amaster's Avatar
    Join Date
    Dec 2005
    Location
    St. Mystere
    Age
    32
    Posts
    3,803
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    8,810
    Level
    28
    vBActivity - Bars
    Lv. Percent
    26.07%

    Re: quick question

    Ohhhhhh.
    *rereads script*
    Now it makes sense.
    Well, forget placing SensPerm triggers, just use Joe's script to place the new color. Then like Gleeok said check each combo for the type, and if it's the correct number activate.

  9. #19
    Gibdo Master Maniac's Avatar
    Join Date
    Aug 2007
    Location
    umm in a house
    Age
    32
    Posts
    646
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    2,533
    Level
    16
    vBActivity - Bars
    Lv. Percent
    47.07%

    Re: quick question

    so... what i have now will do essentially nothing?

    because ive tried testing what i have and it doesent do anything and plus, the tiles keep changing while link is standing on them. i only want them to change once, when link steps on them, and only change again if link steps on them again.

    i think i might have to abort this mission and use the one thats already made lol i dont think there is a simple way to do this.

    and by the way i made a little something gleeok might enjoy.

    Code:
    ffc script death{
    	void run(m){
    		if(Link-> Item[m]){
    			link->HP=0;
    		}
    	Waitframe()
    	}
    }
    it brought me endless happiness lol D:0 is the item ID i believe. it was supposed to end my script test quest but thats not happening any time soon.
    ... i just died a little inside...

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    "this time, of this sixteenth of a thousand lives will be my last, and this curse will be broken. though my fate is to burn in hell, it is worse to live among the thousand lifetimes that i have been sentenced to, than it would be to have satan tear the flesh from my body repeatedly for an eternity"

    --Andross Maximillion Remedy
    (otherwise known as Rem)

  10. #20
    &&
    ZC Developer
    Joe123's Avatar
    Join Date
    Sep 2006
    Age
    32
    Posts
    3,061
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    7,303
    Level
    26
    vBActivity - Bars
    Lv. Percent
    8.73%

    Re: quick question

    Quote Originally Posted by Amaster42 View Post
    Well, forget placing SensPerm triggers, just use Joe's script to place the new color. Then like Gleeok said check each combo for the type, and if it's the correct number activate.
    I wrote a script to place colours?

    This was where?


    Maybe a floor tile? I forget, can you set FFCs under Link?
    Code:
    this->Data = whateverthatcomboIDnumberis;
    this->X = Link->X; this->Y = Link->Y;
    Waitframes(3);
    this->Data = 0;
    See the second line?
    Yah, that's what it does.

    it compiles just fine. but when i try to test it, nothing happens.
    That's because there's no while loops, so it just runs once and then stops.

    It's also wrong, but it's better than that eyeball thing you were writing a few weeks ago at least.


    What you want is something a little more like this:
    Code:
    ffc script floor_puzzle{
    	void run(int combotype, int n){
    	int i; int combocount;
    	int orig;
    		while(true){
    			combocount = 0;
    			for(i=0; i<176; i++){
    				if(Screen->ComboD[i] == combotype) combocount++;
    			}
    			if(combocount >= n){
    				orig = Screen->ComboT[ComboAt(Link->X,Link->Y)];
    				Screen->ComboT[ComboAt(Link->X,Link->Y)] = CT_STRIGFLAG;
    				Waitframes(3);
    				Screen->ComboT[ComboAt(Link->X,Link->Y)] = orig;
    			}
    		Waitframe();
    		}
    	}
    }
    I'll run you through it:
    Code:
    open script{
    	void run(declare integer combotype, declare integer n){
    	declare integer i; //for use in the for loop
    	declare integer combocount; //this counts how many of combo 'combotype' you have on the screen
    	declare integer orig; //same function as the 'combo' integer in the last script
    		start the while loop{ //so the script will run every frame
    			set the combocounter to 0; //so that the number of that combotype counted last frame doesn't carry over
    			start a for loop, that will check every combo on the screen{
    				if(the combo ID number at [i] (which is what the for loop increments, so we'll check every single combo this way) is equal to the combotype you want it to be) increment the combocounter; //which counts how many of that combo are on the screen
    			end for}
    			if(the combocount for this frame is equal to the number of that type of combo you want on the screen (integer n, D1){
    				run the trigger script;
    			end if}
    		Waitframe(); // so the while loop doesn't crash the system
    		end while}
    	end void run}
    end script}

    So how to use it:
    Make all of your little panel things 'Step->Next' combos. When they turn to the next combo, they will cycle back to the first one after a certain number of frames.
    Set 'D0' of the script to be the Combo ID number of the combo after your 'Step->Next' combo (so what they change into)
    Set 'D1' to the number of those combos on your screen
    Put Flag 16 across all of your panels, and set flag 16 in the secret combo editor to be what they change into (this is so that they all stay changed after you've stepped on them all)
    Then you can use flags 17-32 to make something happen after all of them change.


    Bear in mind, however, that this is now a different puzzle to the oracles puzzle.
    This puzzle is 'make all of the floor tiles the same before they can cycle back', rather than 'step on all the floor tiles in a row'.

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