You mean disable knockback? Ghost.zh enemies don't have knockback by default. If you want to remove knockback from a ghost.zh enemy, look for and remove a line adding the flag GHF_KNOCKBACK (or something similar).
ghost.zh
#436
Posted 14 May 2015 - 01:08 PM
#437
Posted 14 May 2015 - 01:54 PM
I try to ghosted a classic enemy to disable knockback.
Edited by Gégé, 14 May 2015 - 02:26 PM.
#438
Posted 26 May 2015 - 09:38 AM
Here's a list of things I know need to be fixed/changed.
1. Additional Combos are broken.
2. Dummy Weapons are broken.
3. Weapons with EWF_ROTATE_360 are drawn while link is dying.
4. You mentioned something to do with Ghost_TileWidth, Ghost_TileHeight, Ghost_Ax and Ghost_Ay.
5. GHF_IGNORE_PITS doesn't work with custom pit combos only direct warps.
6. We really need a EWF_FAKE_Z.
7. Combo Drawing isn't effected by invisibility flags.
#439
Posted 28 June 2015 - 03:30 AM
I think I found a big oversight. Ghost_HaltingWalk4 (and maybe the other walk functions too, I didn't check) completely ignore the rate argument. Though maybe it's more accurate to say that __Ghost_NewDir4 is what ignores it, because the 4 way walk function is at least passing rate to it. An enemy using Ghost_HaltingWalk4 with 0 Rate, Hunger, and Homing Factor will still turn frequently, while an enemy with zeroes in all three using built-in movement will just bounce back and forth off walls without otherwise turning.
#440
Posted 28 June 2015 - 12:28 PM
#441
Posted 27 July 2015 - 11:20 AM
It would make a cool boss! ![]()
#442
Posted 27 July 2015 - 12:43 PM
I try to ghosted a classic enemy to disable knockback.
I have a full header to directly control player knockback, invincibility frames, and the like. I could expand it to work with enemies, if you wish. It may be simpler than ghosting all of your enemies, just to set GHF_NOKNOCKBACK.
It would make a cool boss!
I know you are trying to beef up your postcount, to publish a demo, but IMO, this is a very bad thread for random posts, with no context. :/
Edited by ZoriaRPG, 27 July 2015 - 12:45 PM.
- coolgamer012345 likes this
#443
Posted 30 July 2015 - 03:57 PM
#444
Posted 31 July 2015 - 10:09 AM
Screen->DrawTile(4, endX, endY-wpn->Z, wpn->Tile,
wpn->TileWidth, wpn->TileHeight, wpn->CSet, -1, -1,
endX, endY-wpn->Z, angle, flip, true, OP_OPAQUE);
- Evan20000 likes this
#445
Posted 01 August 2015 - 12:55 AM
#446
Posted 06 October 2015 - 12:25 PM
The biggest change this time is the __GH_ALWAYS_USE_NAME setting. If it's enabled, AutoGhost() will always read an enemy's name to get the script and combo number. Misc. attributes 11 and 12 will be free for other scripts to use.
The script and combo number both go after @ in the name. Order and spacing aren't important, and other characters are allowed afterward. Either of these will work:
Goriya (LttP, Green) [@Goriya_LttP, @25804]
Goriya (LttP, Green) @25804@Goriya_LttP
You have to provide the script name, but if you don't specify a combo, it'll default to GH_INVISIBLE_COMBO. This will work fine:
Armos @Armos_LttP
The downside to this is that enemy scripts can no longer assume misc. attribute 11 specifies the base combo. I don't think that was a common thing to do, anyway.
Other notable changes:
The files in the ghost_zh directory have been moved to a numbered subdirectory. This will allow multiple versions to coexist.
Ghost_TileWidth and Ghost_TileHeight should now be considered read-only. Ghost_SetSize() should be used to set them.
You can now control what constitutes a pit by editing the __IsPit() function in the main file.
There's also a __HaveAmulet() function, used to determine if enemies are visible when the "All Enemies Are Invisible" screen flag is used.
Weapons can now have fake Z movement, both individually and globally.
Added a new death animation, as well as constants to use as arguments to Ghost_DeathAnimation() and Ghost_Waitframe().
There haven't been any changes to global data, so this version should be compatible with existing saves using 2.7.x. Still, be careful.
#447
Posted 13 November 2015 - 11:49 PM
Is it possible to control multiple ghosted enemies with one ffc script? If so how does ghost allow you to access each one?
#448
Posted 17 November 2015 - 01:42 AM
#449
Posted 17 November 2015 - 09:01 AM
Both. Currently when working with a segmented enemy, I create each segments with normal non-ghosted enemies. Then control the ghosted enemy (typically the head) and each segment with ghosted enemies' ffc. I did try to create each segment, with a for loop, using Ghost_InitCreate(ffc, int). However with no luck.
I haven't attempted to create something like a Armos Knights with a group of ghosted enemies each with their own script being controlled by a separate ffc. Although I would like to know if that's possible as I can think of a few neat enemies that could be made!
#450
Posted 17 November 2015 - 04:30 PM
If there's only one script running, all you can really do is create the enemies and move them around like you would in a regular FFC script. They don't each get their own Ghost_ variables or any special drawing. You can use Ghost_MarkAsInUse() to stop scripts from being set up automatically; that's about all the help you'll get.
If the other enemies are scripted, that's probably trickier. If you create the other enemies like normal and let the scripts be set up automatically, they need some way of determining that they're the subservient ones, and the controller needs to be able to find them afterward. It's also possible for the controller to set up the other enemies and FFCs itself. That's how the Armos Knight work; the controller supplies arguments to the other FFCs' scripts so each knows which one it is. In any case, their ability to communicate is pretty limited. You'll probably need to use ffc->Misc[], with each one that receives instructions checking each frame to see if it's gotten any.
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