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?Epona Script?


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#91 ZebraStallion

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Posted 20 February 2008 - 07:40 PM

QUOTE
//Combo Reference Constants
const int ecmb = 23980; // Combo ID number of the first combo of the 8 Epona combos
const int lcmb = 23964; // Combo ID number of the first combo of the 13 Link Riding combos


I just did that and set the first combo of the Epona sprite and first combo of the link sprite, but it still doesn't work...

#92 Joe123

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Posted 20 February 2008 - 07:47 PM

Interesting, it should do.

Make sure you're compiling the file correctly and everything.

#93 ZebraStallion

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Posted 20 February 2008 - 07:52 PM

wait, am I putting in tiles from the tile editor, Or the combo pages? Because I'm putting in tiles from the tile editor.

#94 Joe123

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Posted 20 February 2008 - 08:02 PM

You know how it says 'Combo reference constants'?

Wasn't that a bit of a clue?

#95 Russ

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Posted 20 February 2008 - 09:07 PM

QUOTE
//Combo ID number of the first combo of the 8 Epona combos

I somebody takes the time to comment the code, you should read the comments.

#96 ZebraStallion

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Posted 20 February 2008 - 09:48 PM

sorry, it's working except for when Link is riding to the right.

Screen:
IPB Image

There it is... How do I fix this?

edit: also, I made him invisible, but when Link get's off Epona, he's still invisible.

Sorry that I have to ask all of these questions.

Edited by ZebraStallion, 20 February 2008 - 10:04 PM.


#97 Russ

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Posted 21 February 2008 - 01:22 AM

Did you set up the tiles and combos exactly as shown in the diagram, with the A-skip and everything?

#98 Joe123

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Posted 21 February 2008 - 02:48 AM

That might suggest that you have the combo for the right-riding animation set one tile too far to the right on the tilepage.

And as for not being made visible again...

I have no idea.
You didn't just tick the screen-data flag did you?

There are a bazillion checks in the script to make sure Link is made visible again after he gets off...

#99 ZebraStallion

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Posted 21 February 2008 - 04:24 PM

I found out what the problem is for my tiles.

Edited by ZebraStallion, 21 February 2008 - 09:18 PM.


#100 ZebraStallion

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Posted 21 February 2008 - 09:18 PM

I still don't know about the invisible Link script.
Maybe it has to do with lines that wouldn't compile. 3 lines that had the word "falling" in them wouldn't compile. The first one was in the 200's, (It think 279, maybe not,) the second one was 382, and the third one was 401. So I just deleted them. N00bish of me, I know...

BTW, sorry for the double post. icon_redface.gif

Edited by ZebraStallion, 21 February 2008 - 09:18 PM.


#101 Russ

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Posted 21 February 2008 - 09:23 PM

Could you post those three lines of code?

#102 ZebraStallion

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Posted 21 February 2008 - 10:01 PM

sure:
CODE

   if(!falling) Link->Item[I_INVIS] = false;

   falling = true;

   falling = false;


I think those are it. They wouldn't compile.


edit: When Epona goes behind a tree, Link appears above the layer. I saw in Plissken's video that he went behind trees and that didn't do anything... Something's up...

Edited by ZebraStallion, 21 February 2008 - 10:10 PM.


#103 Russ

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Posted 21 February 2008 - 10:09 PM

What error messages are you getting. I think the falling variable is used for jumping, or something of that sort. Joe123, what do you have to say about this.

#104 ZebraStallion

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Posted 21 February 2008 - 10:13 PM

Another thing not working: When Epona goes behind a tree, Link appears above the layer. I saw in Plissken's video that he went behind trees and that didn't do anything... Something's up...

This just isn't my day. icon_razz.gif

#105 Russ

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Posted 21 February 2008 - 10:23 PM

I believe the tree thing has to with some preset init data thing on how jumping through layer three works. It was probably effected when you took out the falling part of the script. But then again, I really know very little about this script, so I am merely speculating.


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