Really? wat does the frame argument in DrawCombo do?
DrawCombo(int layer, int x, int y, int combo, int w, int h, int cset, int xscale, int yscale, int rx, int ry, int rangle, int frame, int flip, bool transparency, int opacity);
Posted 17 January 2014 - 01:36 PM
Really? wat does the frame argument in DrawCombo do?
DrawCombo(int layer, int x, int y, int combo, int w, int h, int cset, int xscale, int yscale, int rx, int ry, int rangle, int frame, int flip, bool transparency, int opacity);
Posted 17 January 2014 - 04:13 PM
Posted 26 January 2014 - 02:08 PM
Posted 26 January 2014 - 06:51 PM
Posted 27 January 2014 - 11:58 AM
Copy and paste into word. Copy and paste from word back into notepad. Problem solved. ![]()
Posted 30 January 2014 - 03:07 PM
Posted 30 January 2014 - 06:48 PM
What do you mean by ghost.zh being suspended?
Posted 30 January 2014 - 06:50 PM
Posted 30 January 2014 - 07:30 PM
So wait, you can suspend ghost? Does SuspendGhostZHScripts() suspend all scripts using ghost.zh, just the ghost.zh functions, or just the stuff in the global?
Posted 30 January 2014 - 08:17 PM
I love it when you update this Saffith.
YOU THE MAN NOW DAWG!
Posted 30 January 2014 - 08:44 PM
Everything but drawing, effectively. Global functions won't do anything and Ghost_Waitframe functions won't return. It's meant to be used when you freeze the screen; I don't think it's useful for much else.So wait, you can suspend ghost? Does SuspendGhostZHScripts() suspend all scripts using ghost.zh, just the ghost.zh functions, or just the stuff in the global?
Posted 06 February 2014 - 04:32 AM
Is that how the GhostClock function works then.
Posted 08 February 2014 - 05:04 PM
I have a swarm of eyeballs and need to movethem around with ghost movement functions. Can this be done somehow?
Also the main enemy is larger.
Posted 10 February 2014 - 11:54 AM
Yep. Functions that handle freezing don't return until it wears off.Is that how the GhostClock function works then.
If giving them their own scripts isn't an option, you could run a single instance of a script that would do nothing but move them. Something like this:I have a swarm of eyeballs and need to movethem around with ghost movement functions. Can this be done somehow?
Also the main enemy is larger.
ffc script EyeMover
{
void run()
{
npc eye;
npc invalidNPC; // Never set
// Use a temporary npc for Ghost_Init
eye=Screen->CreateNPC(NPC_EYE);
Ghost_Init(this, eye);
eye->X=1024;
while(this->Misc[0]==0)
{
for(int i=1; i<=Screen->NumNPCs(); i++)
{
eye=Screen->LoadNPC(i);
if(eye->ID!=NPC_EYE)
continue;
Ghost_X=eye->X;
Ghost_Y=eye->Y;
// Movement commands stored in npc->Misc
Ghost_Move(eye->Misc[0], eye->Misc[1], 0);
eye->X=Ghost_X;
eye->Y=Ghost_Y;
}
// Ghost_WaitframeLight does not require a valid npc
Ghost_WaitframeLight(this, invalidNPC);
}
}
}
Posted 27 March 2014 - 10:20 PM
Hey Saffith, any chance you could change the way EWI_X and EWI_Y work. In theory a weapon cannot move offscreen without dying anyways. So you simply store them in the same index. Just a thought.
Edited by Zecora, 28 March 2014 - 11:34 AM.
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