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question about triggers


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#1 Akkabus

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Posted 14 June 2007 - 02:32 AM

how do i make a trigger combo that will trigger, guaranteed, when Link steps on it? the way i see it now, Link can walk on the top-half of a trigger combo without triggering the secret, which practically kills ideas for booby-trapped rooms.

i think i've seen it done in Link's Birthday DX, level 1, but i'm not sure if it was set with temporary triggers or some other trick.

thanks for any help!

#2 Joe123

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Posted 14 June 2007 - 03:40 AM

If you put solid combos either side, or if you put a few next to each other - bassically if you make walking a bit more restricted - then it should work fine.

#3 ShadowTiger

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Posted 14 June 2007 - 08:30 AM

Well, generally, the circumstances will tend to work out to be that you yourself will play your hand in restricting Link's movement to be forced to step onto this combo. Thus, you will more than likely be placing unwalkable combos around it. To walk south or north onto one of these is fine, assuming it's surrounded on its left or right sides by unwalkable combos, but if Link is walking east or west onto one, he's got the entire upper half of the combo to avoid triggering it.

Thus, since you've (Stereotypically, and assumably, ... ) placed an unwalkable combo above it, we can use this to "fool" the player.

Place that unwalkable combo that's above the trigger on layer 1 or 2, then place another trigger combo just like the one he'll be stepping on underneath that unwalkable combo on layer 0. Basically, the unwalkable combo is hiding another copy of the trigger above it, so Link CAN'T walk above that trigger without triggering a combo, as he'll be walking on not one combo, but on the space between two identical trigger combos, (Linked Combos.) and will thus trigger them anyway.



...


That was too complex. In other words, just put your unwalkable combo / barrier on a layer 1 or 2 above your Trigger, and place your trigger under that layer above your trigger.

#4 Akkabus

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Posted 14 June 2007 - 01:12 PM

walking vertically is OK, it's walking horizontally that's giving me problems. both of your suggestions work, but what if there's more than one combo like this:

IPB Image

suppose if Link walks on the red tiles, he makes the pits (green) appear. is there any way to guarantee this action?

p.s. i hope this topic's on the correct forum.

#5 Alestance

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Posted 14 June 2007 - 01:22 PM

... I'm thinking you'd have to use sensivite triggers. wich are only available in the 2.11 betas.

#6 ShadowTiger

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Posted 14 June 2007 - 02:12 PM

Okay, basically, this is what the player will see.
IPB Image


This is what we should see in ZQuest when we're done.
IPB Image


This is what our layer 1 (Or 2) looks like.
IPB Image


Questions?

#7 Joe123

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Posted 14 June 2007 - 03:11 PM

Hmm, I tried doing that with stair combos when I was making an event, but it didn't seem to work icon_confused2.gif

#8 Akkabus

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Posted 14 June 2007 - 03:16 PM

you couldn'tve explained it better, ShadowTiger. it works, thank you so much!

by the way, would you happen to know what the rule "Linked Combos" does? i thought it had something to do with my problem, but your solution works with or without the rule. according to the user guide, it says "prevents Link from avoiding combos by walking betwen them."

oh, joe, i tried using stairs combos instead of temp triggers, and it works just fine. are you covering the top-most stairs with a fully unwalkable combo?

Edited by Akkabus, 14 June 2007 - 03:22 PM.


#9 ShadowTiger

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Posted 14 June 2007 - 03:40 PM

QUOTE
by the way, would you happen to know what the rule "Linked Combos" does? i thought it had something to do with my problem, but your solution works with or without the rule. according to the user guide, it says "prevents Link from avoiding combos by walking between them."
The quest rule "Linked Combos" prevents Link from walking between two warp or trigger combos without actually warping or triggering anything. Basically, without the quest rule on, Link must be fully centered on a warp (Stair) or trigger combo to trigger it. If he walks in between two adjacent combos of the same or different type, they won't trigger at all. With this quest rule ON, even though he's not centered, he'll still warp or trigger it. That's how this works here.

It's good to turn this quest rule on if you want a "quality" quest. Lots of quest rules should be on to meet today's ever-rising standards. Not that you need to, but people will think it's weird.

#10 Sharon Daniel

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Posted 14 June 2007 - 04:15 PM

QUOTE(Joe123 @ Jun 14 2007, 04:11 PM) View Post

Hmm, I tried doing that with stair combos when I was making an event, but it didn't seem to work icon_confused2.gif

You probably didn't have the linked combos rule on.

#11 Akkabus

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Posted 14 June 2007 - 04:33 PM

QUOTE
It's good to turn this quest rule on if you want a "quality" quest. Lots of quest rules should be on to meet today's ever-rising standards. Not that you need to, but people will think it's weird.


ok thanks. i'll check it off and cross my fingers from now on lol...

Edited by Akkabus, 14 June 2007 - 04:33 PM.


#12 Joe123

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Posted 14 June 2007 - 04:42 PM

QUOTE
You probably didn't have the linked combos rule on.

Is the linked combos rule in 2.10?

EDIT:
The linked combos rule is in 2.10, but apparently I did have it on.

Edited by Joe123, 14 June 2007 - 04:43 PM.


#13 ShadowTiger

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Posted 14 June 2007 - 05:09 PM

To Boss-flag related events require several things to function:
  • The "F12" "Boss Flags" Menu "Boss Room" must be checked.
  • The Dmap's Level Number must be greater than 0.
  • It must have the Enemies->Secret (Or Enemies->Item, depending on what you want.)
There are more factors than this, but they vary heavily based on your own personal style. The common type will have a trigger enemy in the room the secret will be occurring in, as the topmost enemy in the enemy slot. (It does make a difference, as all other enemies killed will be bumped up to that slot, so if the Trigger enemy is #1, it can't be bumped up or replaced.)


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