[SIZE="1"]I have another request for people to ignore…[/SIZE]
A bomb that Link "throws" instead of setting. So I need a script that makes Link throw the bomb two tiles in front of him (like the candle flame?) then it explodes instantly.
[SIZE="1"]I have another request for people to ignore…[/SIZE]
A bomb that Link "throws" instead of setting. So I need a script that makes Link throw the bomb two tiles in front of him (like the candle flame?) then it explodes instantly.
*claims* This shouldn't be too difficult.
http://users.sephiroth.ws/Migokalle/the_dead_forest.zip
hehehe....
Works best in 819.
I can organise the code from that to work in a more Zelda game if you want?
EDIT: I tried that quest in the newest build, then 819 and I see the items aren't working properly in the new one.
But that grenade is close to what I want. I actually want it to explode as soon as it hits the ground.
I know it won't work in the new build.
_L_ change the way item speeds work.
Explode on impact is fine yeah, I can do that.
I'm getting an error compiling it.
Make sure you have import "std.zh" in your .z file.
A suggestion:
for(int i=1;i<=Screen->NumLWeapons();i++){
Grenade = Screen->LoadLWeapon(i);
if(Grenade->ID != LW_SCRIPT1) continue;
Found = true;
}I would write this like:
for(int i=1;i<=Screen->NumLWeapons();i++){
Grenade = Screen->LoadLWeapon(i);
if(Grenade->ID == LW_SCRIPT1) {
Found = true;
break;
}
}So that it stops once it finds the grenade, rather than continuing to check every single lweapon on the screen (not that big of a problem, but it makes more sense this way)
Other than that, this script looks pretty good (especially since it uses the proper global-script form!)
Mm, I had a reason at the time for not writing it like that. I can't remember what it was now though.
Your method of writing global scripts is definately much better :thumbsup:
Joe, your PM box is full.
Anyway, both scripts appear to be working perfectly now. Thanks a lot for all the help.
Oops!
Not anymore.
Glad you got them working though.