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Want to learn to zscript.


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#16 Master Maniac

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Posted 01 June 2008 - 07:23 PM

why make it move an FFC when you can have the script move link directly? it seems to me that it would be easier that way.

#17 Joe123

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Posted 01 June 2008 - 07:27 PM

Because you can't make Link animate when you move him.

Using Link for cutscenes is lame.

#18 Master Maniac

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Posted 02 June 2008 - 01:16 PM

wouldnt he animate if you used link->input?

if it's cutscenes, then you could just put Quit at the end of your script and all of the inputs should return to normal, right?

#19 Joe123

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Posted 02 June 2008 - 03:10 PM

Hrm...
Probably.


It's still very limiting though, trust me.
FFCs are much better.

And they only stay as you set them for one frame, so you don't need to reset them after or anything.

#20 Gleeok

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Posted 02 June 2008 - 07:54 PM

QUOTE(Joe123 @ Jun 1 2008, 05:27 PM) View Post

Because you can't make Link animate when you move him.



Not anymore! No ltms' for me, for all visual purposes Link is now an FFC!


And, wowwsiwowwowWOWW. Let me tell you, this so far is a damn sight better than BS animation.

I think I'm on to something here. Soon many quest authors will opt for an FFC Link, I'm sure of it. :o

#21 C-Dawg

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Posted 02 June 2008 - 08:31 PM

Link as an FFC is all well and good... if you don't mind re-scripting all of the engine's interactions with items, triggers, solidity, enemies... everything.

I was playing with the idea of having an easter egg in Zodiac where you play the first level of Castlevania totally scripted. Everything there would be FFCs, including the player.

But making a whole quest that way seems like you're spending an awful lot of time duplicating things the engine already does pretty well, ya know? Im sure the result is cool.

#22 Joe123

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Posted 03 June 2008 - 03:14 AM

¬_¬

I was only talking about in cutscenes...

#23 Gleeok

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Posted 03 June 2008 - 04:07 AM

QUOTE(Joe123 @ Jun 3 2008, 01:14 AM) View Post

¬_¬

I was only talking about in cutscenes...



Yeah, I know. ;p But I'm talking aboot for the whole quest ay.




..Think about it for a second Joe; An entire array of Player graphics without using Link tile modifiers. Standing still; 0+dir. Moving left 4+dir. Swinging sword; 8+ dir. Riding Epona 12+dir. etc... Make Link invisible..Data=1!! Make Link an octorock, bird, whatever, no Link tile Mods. In fact this would be a cool quest. A quest where through simple means the player can shape shift into any of the enemies and have their attacks.

So, Who wants to make it then?

#24 Joe123

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Posted 03 June 2008 - 11:49 AM

QUOTE(C-Dawg)
if you don't mind re-scripting all of the engine's interactions with items, triggers, solidity, enemies... everything.


Not me =P


I can see how it would have its benefits, but I certainly wouldn't do it.

#25 Lord_Psygg

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Posted 30 June 2008 - 08:37 PM

This Stuff Reminds Me ALOT Of RS Private Server Client Scripts, I USed To Run One But Gave Up, Too Much Trouble...

#26 Master Maniac

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Posted 30 June 2008 - 10:06 PM

GRAVEDIGGER

icon_razz.gif

acually i hadnt read gleeok's post. thanks for scooping this one up icon_razz.gif

i think hes on to something. But i don't think anyone is willing to do it.
a clever workaround though, blank link tiles, and just "ghosting" the FFC onto him. that would eliminate the need for tile mods, and scripting trigger effects and weapons and such. besides, a sword Lweapon cant be spawned. so that would make the entire system for that obsolete instantly icon_razz.gif

#27 Mitchfork

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Posted 30 June 2008 - 11:12 PM

Lord_Psygg: Please try to remain focused on the topic, which is learning how to script. Since you're new here, I'd recommend you skim over the PureZC Forum Rules so you can avoid stuff like this in the future. It's really just a load of common sense, but you'd find some stuff you wouldn't know otherwise from reading it.

Master Maniac: Please do not rent-a-mod, especially if the person hasn't broken the rule you're warning them for. icon_razz.gif A topic is only declared dead if it hasn't been posted in for two months or more. It's no biggy- I have a feeling you were joking anyway, in which case... lol.

#28 Master Maniac

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Posted 30 June 2008 - 11:18 PM

yeah i was just kidding, sorry if it seemed like i was rent-a-modding.

i just felt like shouting "GRAVEDIGGER"

icon_razz.gif

#29 Gleeok

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Posted 01 July 2008 - 10:48 PM

twenty and some odd days isn't really gravedigging. Especially in a forum where there's only like ten pages or so and isn't that active. Also in the case of scripts it could be argued that it's better to bump the original topic rather than create a new one simply for the substance contained in them, ie; code snippets and such.

#30 Master Maniac

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Posted 01 July 2008 - 11:12 PM

well as i said, i was only kidding...


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