Is there any way to make a script that, preferably after a string finishes, the player can press a button/key (Any used by ZC) to initiate a warp to another screen?
I know jack-**** about what scripting can do for ZC, so I apologize if this has been thought of/attempted and failed before
Press A to Warp?
Started by
link3505
, Oct 16 2007 01:09 AM
3 replies to this topic
#1
Posted 16 October 2007 - 01:09 AM
#2
Posted 16 October 2007 - 01:54 AM
CODE
ffc script a_combo{ //start script
void run(int dly, int combo){ //start void run
while(true){ //start while loop
dly--;
if(dly>0){} //if
else{ //start else
if(Link->InputA){ //start if
Link->InputA = false;
this->Data=(combo);
this->X = Link->X;
this->Y = Link->Y;
} //end if
} //end else
Waitframe();
} //end while loop
} //end void run
} //end script
void run(int dly, int combo){ //start void run
while(true){ //start while loop
dly--;
if(dly>0){} //if
else{ //start else
if(Link->InputA){ //start if
Link->InputA = false;
this->Data=(combo);
this->X = Link->X;
this->Y = Link->Y;
} //end if
} //end else
Waitframe();
} //end while loop
} //end void run
} //end script
Just what I needed the other week.
Stick it on an ffc in the room. Create an combo that's 'auto-warp' type, and has no graphic. Place it nearish to the begining of the combo list, because FFC arguments can't handle integers past a certain size (which I forget). The first argument in the FFC is the delay that it takes untill you are warped, for a room with a string, this needs to about 5 or 10, so that you can't get warped by pressing A before the string appears. You also need the 'Messages Freeze All Action' quest rule checked. The second argument is the number of the combo (which has to be an auto-warp combo). Then set the room's sidewarp for that A,B,C,or D autowarp combo. Works a charm.
#3
Posted 16 October 2007 - 05:09 AM
actually... I don't even think thats nessicary.
there is a function
Link -> Warp
and
Link -> PitWarp
there is a function
Link -> Warp
and
Link -> PitWarp
#4
Posted 16 October 2007 - 11:11 AM
I'm aware of the functions Link->Warp and Link->PitWarp, however if you use those you can only have an 'insta-warp' type warp. This is quite limiting. It is also very akward using the script warp destination system, in comparision to the tilewarp destination system we're all used to. This is why I have an auto-warp combo; it is intentionally like this.
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