ghost.zh
#286
Posted 28 April 2013 - 01:30 PM
#287
Posted 28 April 2013 - 02:39 PM
I was just hoping there was some kind of a tutorial with examples and whatnot but I'll be able to do it by reading the textfile and other peoples enemies too. thanks
#288
Posted 11 May 2013 - 11:55 AM
I probably will write a proper tutorial soonish. The samples and documentation really seem inadequate now.
I do want to add something like that, but I can't think of a way of doing it that isn't problematic. Duplicating the game's handling is a lot of work and error-prone, and the possibility of a weapon being blocked or reflected is difficult to account for no matter how it's done. There's no point having it if it's too quirky to be useful.Could you possibly add an eweapon lifespan "EWL_NORMAL" for when the weapon is going to be deleted internally next frame. I believe that might be the best way to allow for death effects to trigger when the weapon is removed normally such as by a Block All combo.
#289
Posted 11 May 2013 - 01:03 PM
#290
Posted 20 May 2013 - 09:56 AM
I just noticed that unless you use fake the z position the shadow isn't animated. Any chance you can correct this somehow?
#291
Posted 22 May 2013 - 10:17 PM
#292
Posted 31 May 2013 - 01:25 PM
//Set extend to 4 to disable the shadow from being drawn.
npc->Extend = EXT_NOSHADOW
//Then before each Ghost_Waitframe call I would do this.
void DrawShadow()
{
Ghost_SetFlag(GHF_FAKE_Z);
__Ghost_DrawShadow();
Ghost_UnsetFlag(GHF_FAKE_Z);
}
#293
Posted 01 July 2013 - 04:16 PM
Would it be a huge problem for anyone if the next version used an element of this->Misc? I've been avoiding doing that so far, but it really would make a lot of things easier.
#294
Posted 01 July 2013 - 04:42 PM
Would it be a huge problem for anyone if the next version used an element of this->Misc? I've been avoiding doing that so far, but it really would make a lot of things easier.
this being the FFC currently carrying the script? I see no problem with this. Of all the Misc arrays, I find the FFC one is the one I can think of the least uses for.
Edited by Moosh, 01 July 2013 - 04:42 PM.
#295
Posted 15 July 2013 - 10:46 AM
Nope not at all...
#296
Posted 26 July 2013 - 08:19 AM
I' just staring to actually use ghost.zh to make some new, custom scripts, and I was wondering before I go nuts trying to do the impossible if a ghosted enemy can be walkable in one direction. That is, it would be solid from above, and safe to touch, but it does damage from below or the sides. Is this within or outside the limits of Autoghost?
#297
Posted 26 July 2013 - 03:34 PM
You can adjust its hitWidth/Height and HitX/YOffset.
#298
Posted 27 July 2013 - 08:02 AM
Are you using these and Buzz Blobs together? They use basically the same code to detect if Link's being shocked, but they'll fail to find each other. Getting shocked by one of each at the same time will probably do that.
If that happens with just two Baris, though, that's another matter. And probably my fault.
Do to this dilemma, any chance you could add a ghost function for when we want to make Link invisible and turn off his collision for things like him being shocked or frozen. ![]()
#299
Posted 28 July 2013 - 01:14 AM
#300
Posted 01 August 2013 - 09:20 AM
I'd like to, but I'm not certain there's any benefit such a function could offer. There's no way to tell if the script ends before he becomes visible again or whether another script is also making him invisible.
True there isn't, have you done any research to come up with what causes it?
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