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Keeping failing at combining Global scripts.

Global Script combine FFC Solid

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#16 Sparkster

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Posted 28 March 2017 - 09:50 AM

Thank you for the info, cavthena.

 

But I have still the platform-not-taking-Link-problem so... Mind if I sent you the test quest?

 

First screen is with custom enemies for test purposes.



#17 cavthena

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Posted 28 March 2017 - 11:33 AM

Yeah go ahead and PM me a link. I'll setup a platform moving in a square on a blank screen for you to learn from.

#18 Sparkster

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Posted 06 April 2017 - 04:59 AM

Now with a rewritten global loop I tried to combine Mero's Solid FFC again. Without success.

 

Pass 1: Parsing
Pass 2: Preprocessing
Pass 3: Building symbol tables
tmp, line 788: Error S09: Variable BIG_LINK is undeclared.
tmp, line 794: Error S09: Variable BIG_LINK is undeclared.
tmp, line 796: Error S09: Variable BIG_LINK is undeclared.
tmp, line 767: Error S09: Variable BIG_LINK is undeclared.
tmp, line 775: Error S09: Variable BIG_LINK is undeclared.
tmp, line 713: Error S09: Variable BIG_LINK is undeclared.
tmp, line 122: Error S09: Variable BIG_LINK is undeclared.
 

 

I wish I could bring you the my whole scripts in one file but the post would be too big then.

 

Do you want me to bring the global loop then, or should I scrap this method?



#19 cavthena

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Posted 06 April 2017 - 09:39 AM

You can use a site called Paste Bin (I think that's what it's called) to post your code online.

Your missing a variable. I happen to know that this one is a constant contained in a header file. I suggest you make sure you have all the requirements this script is asking for.

why do you want solid ffc anyway? You didn't have any scripts that required it.

Edited by cavthena, 06 April 2017 - 09:44 AM.


#20 Sparkster

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Posted 07 April 2017 - 03:38 AM

For problems with my steam games, I'm using securepaste.

http://www.securepaste.net/6XRDY3

 

 

why do you want solid ffc anyway? You didn't have any scripts that required it.

 

In my Level 4 there is a screen where you have to with switches with the boomerang. The FFCs, moving fast, have the block all type. And I thought using this script will push link away to avoid cheating. But I think I have an idea of remaking this screen. If you want me to scrap that idea, let me know.



#21 cavthena

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Posted 07 April 2017 - 01:58 PM

Gave it a quick read. You have
Const int SOLIDFFC_BIG_LINK = 0;

But I can't find any instant of that in your code. Did you add SOLIDFFC yourself? If so go ahead and change it back to
Const int BIG_LINK = 0;

If you didn't then add that line above. It should work after that.

#22 Timelord

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Posted 08 April 2017 - 01:29 AM

For problems with my steam games, I'm using securepaste.
http://www.securepaste.net/6XRDY3




In my Level 4 there is a screen where you have to with switches with the boomerang. The FFCs, moving fast, have the block all type. And I thought using this script will push link away to avoid cheating. But I think I have an idea of remaking this screen. If you want me to scrap that idea, let me know.

It is silly easy to damage boost through that solid ffc stuff, so they won't prevent cheating.

I attempted to use 'solid' ffcs (in 2014 or so, using this code) for jump combos, that were 'sollid', unless Link's Z axis is above a specific threshold, and I eventually junked them because damage boosting made it mad easy to bypass them.

They work best for mobile 'talking' npvs, where damage boosting through them is unimportant, or if you want to force bomb jumping in a quest.

Edited by ZoriaRPG, 08 April 2017 - 01:34 AM.


#23 Sparkster

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Posted 08 April 2017 - 04:06 AM

It has successfully compiled. Well, only a last test left.



#24 Sparkster

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Posted 09 April 2017 - 04:13 AM

Worked in normal view but at a sideview screen Link doesn't move.

 

And every constant of Mero's Solid FFC script are not cleary explained for me.

 

const int MISC_SOLIDFFC          = 14; //A misc value between 0 and 15 to denote a ffc as solid.
const int MISC_SFFC_X            = 0;  //This can be used by other ffcs as long as they're not solid.
const int SFFC_SIDEVIEWTHRESHOLD = 12; //Sideview X Overlap: used for hitdetection.
const int CRUSH_DAMAGE           = 8;  //Damage in 16ths of a heart dealt to link when he is crushed.
const int SF_SIDEWARP            = 2;  //The flag to denote that Left/Right sidewarps are used on a screen.
const int CT_LADDER              = 0;  //If not using CT_RIGHTSTATUE



#25 Sparkster

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Posted 10 April 2017 - 03:37 AM

I've found a bug in your Pitfall script cavthena. The Pit and Lava combos do not ignore the Roc's Feather item. That means when trying to jump over a pit or lava combo, it "sucks" you in and you fall or drown.

 

Sry for this double post again but this time it was no impatience, I've discovered the bug today.



#26 cavthena

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Posted 10 April 2017 - 09:50 AM

Thanks I'll check this when I get home today and post an update. I'm sure I checked that.

Whoops. Seems the conditions check is missing a check for the Z axis.
Find this line:
If(hook->isValid() || PF_Onplatform) return;

And change it to this:
if(hook->isValid() || PF_onplatform || Link->Z > 0) return;

That should fix it. If not let me know.

Edited by cavthena, 10 April 2017 - 11:35 AM.


#27 Sparkster

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Posted 11 April 2017 - 03:04 AM

Thank you. This has fixed the bug.

 

Back to the Solid FFC problem in Sideview.

Is Mero here to explain me the constants?

 

 

Worked in normal view but at a sideview screen Link doesn't move.

 

const int MISC_SOLIDFFC          = 14; //A misc value between 0 and 15 to denote a ffc as solid.
const int MISC_SFFC_X            = 0;  //This can be used by other ffcs as long as they're not solid.
const int SFFC_SIDEVIEWTHRESHOLD = 12; //Sideview X Overlap: used for hitdetection.
const int CRUSH_DAMAGE           = 8;  //Damage in 16ths of a heart dealt to link when he is crushed.
const int SF_SIDEWARP            = 2;  //The flag to denote that Left/Right sidewarps are used on a screen.
const int CT_LADDER              = 0;  //If not using CT_RIGHTSTATUE


Edited by Sparkster, 11 April 2017 - 03:06 AM.


#28 Sparkster

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Posted 13 April 2017 - 03:44 AM

I solved the stucking problem for myself by cutting and pasting the Waitdraw(); over SolidFFCs(startx, starty, linkxpos, linkypos, dragged);.

 

But it is still a little bit buggy when it comes to crushing link. Should I send you the test quest again?





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