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Custom PitWarp Animation/SFX

FFC Script Delay Warp Play SFX init Link Falls From Ceiling

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#1 Bagu

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Posted 11 December 2019 - 11:41 AM

Hallo my Friends.
It's me again :nerd: 
...a new request, each and every day   :tard:  :tard:  :tard: 

I need a script for 2.55 Alpha, to make fancy pit warp animation. I didn't find anything like that.
 

My idea was an invisible (changer)  FFC to place on holes - direct/pit warps (also work at secret Combos, if already triggered).
The script should delay the screen warp, but let Link disappear (invisible Link) while playing chosen SFX.
The next screen should open with a "Link falls from ceiling" Animation (like used for Enemy Spawn Types).

He should be landing  on X/Y Postion, where he touched  the pitwarp. Like regular Pit  Arrival position

D0 could be the delay time
D1 the SFX to Play
D2 if 1-4, use Warp Returns A-D, if 0 X/Y Destination = Pitwarp

Thanks, Bagu

 

EDIT: It would be nice, if the screen fades to black before switching to next, and destination screen fades from black, during or before "Link falls from ceiling" Animation/Cutscene


Edited by Bagu, 11 December 2019 - 11:53 AM.


#2 Moosh

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Posted 11 December 2019 - 04:58 PM

Sounds more or less like my pit script. It was made for 2.53 but should work fine in 2.55. You can set a screen flag and it'll warp you using Side Warp A when you fall in a pit.


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#3 Bagu

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Posted 11 December 2019 - 05:37 PM

Seems good, but does it include sfx and "fall from ceiling" animation?
...cause it's exactly this, hat I am looking for.

 



#4 Moosh

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Posted 11 December 2019 - 07:49 PM

Yeah. It plays a sound and animation when falling into a pit. And if the pit is a warp to another screen, it makes Link fall from the ceiling on that screen. He can have control while falling into the new screen or be held in place. Your choice.


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#5 Timelord

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Posted 12 December 2019 - 07:35 AM

Try using WarpEx(). That allows you to play a sound during the warp.

Warp combos may soon get now have a sfx attribute. This applies to pit, stairs, and water warps at present; but not passageway or cave warps. Will be in Alpha 46.


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#6 Bagu

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Posted 12 December 2019 - 08:28 AM

I have problems with compiling this scriot.
I get this error report, all the time.

 

PASS 1: PARSING
PASS 2: PREPROCESSING
PASS 3: REGISTRATION
PASS 4: ANALYZING CODE

LINE 375 @ COLUMNS 21-68 - ERROR T021: FUNCTION RUNFFCSCRIPT (FLOAT, FLOAT) HAS NOT

BEEN DECLARED

 

LINE 376 @ COLUMNS 11-17 - ERROR S009: VARIABLE FFCNUM HAS NOT BEEN DECLARED

LINE 399 @ COLUMNS 21-68 - ERROR T021: FUNCTION RUNFFCSCRIPT (FLOAT, FLOAT) HAS NOT
BEEN DECLARED

 

LINE 400 @ COLUMNS 11-17 - ERROR S009: VARIABLE FFCNUM HAS NOT BEEN DECLARED

 

Already tried to load the script seperatly, but same result,

so errors are not caused by the combination of scripts
(My script got very long by now, cause I often add single small scripts to it).

I got know idea why I get these difficulties, cause it seems to work for everyone else.


Edited by Bagu, 12 December 2019 - 08:41 AM.


#7 Bagu

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Posted 12 December 2019 - 09:22 AM

PLEEEEAAAZ HELP  :unsure:


Try using WarpEx(). That allows you to play a sound during the warp.

Warp combos may soon get now have a sfx attribute. This applies to pit, stairs, and water warps at present; but not passageway or cave warps. Will be in Alpha 46.

Where can I find These Attributes? Is it another zquest Version, or a patch? Cause I can't find anything like that.



#8 Bagu

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Posted 12 December 2019 - 09:57 AM

Still trying...
But it stills the same result:
 

PASS 1: PARSING
PASS 2: PREPROCESSING
PASS 3: REGISTRATION
PASS 4: ANALYZING CODE

LINE 375 @ COLUMNS 21-68 - ERROR T021: FUNCTION RUNFFCSCRIPT (FLOAT, FLOAT) HAS NOT

BEEN DECLARED

 

LINE 376 @ COLUMNS 11-17 - ERROR S009: VARIABLE FFCNUM HAS NOT BEEN DECLARED

LINE 399 @ COLUMNS 21-68 - ERROR T021: FUNCTION RUNFFCSCRIPT (FLOAT, FLOAT) HAS NOT
BEEN DECLARED

 

LINE 400 @ COLUMNS 11-17 - ERROR S009: VARIABLE FFCNUM HAS NOT BEEN DECLARED



#9 Bagu

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Posted 12 December 2019 - 10:50 AM

p.S.: This question possibly sounds very stupid but... What's Warp Ex???



#10 Gégé

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Posted 12 December 2019 - 02:43 PM

Have you ffcscript.zh ? https://www.purezc.n...=scripts&id=245


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#11 Bagu

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Posted 12 December 2019 - 02:47 PM

Have you ffcscript.zh ? https://www.purezc.n...=scripts&id=245

Not, yet...
What is it? And how to use?



#12 Bagu

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Posted 12 December 2019 - 03:12 PM

Loaded it...
Now I didn't have any problems with parsing the MooshPit Script

Do I need the global script, to make the ffc script work?
Cause I already use the global "DayAndNight" Script and I don't know how to combine global scripts.
 

Also I need to know how to use Moosh Pit.
I placed a invisible (changer) FFC over DirectWarp Combos, set the SideWarp A to same destionation.
When I touch the combo, it's just a regular Warp.
No SFX (don't know how to select) and no Fall from Ceiling animation



#13 Gégé

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Posted 12 December 2019 - 03:45 PM

Just put
MooshPit_Init(); before while(true){
MooshPit_Update(); after while(true){



#14 Bagu

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Posted 12 December 2019 - 05:09 PM

Sorry, just seen that you answered.
Sorry for late reply.

Gonna try



#15 Bagu

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Posted 12 December 2019 - 05:58 PM

Sorry, just seen that you answered.
Sorry for late reply.

Gonna try

 

 

Just put
MooshPit_Init(); before while(true){
MooshPit_Update(); after while(true){

 

It seems there's somthing, that I make wrong.

So, this is the global DayNight Script, I actually use
 

const int dayLength = 5; //Length of a day or night in minutes;
const int I_NIGHT = 45; //An unused item ID, placed into Link's inventory or removed to change day/night

const int dayDMAP0 = 0; //Daytime DMap #0
const int nightDMAP0 = 1; //Night DMap #0
const int dayDMAP1 = -1; //Daytime DMap #1
const int nightDMAP1 = -1; //Night DMap #1
 
const int dayDMAP24 = 24; //Daytime DMap #2
const int nightDMAP24 = 25; //Night DMap #2
const int dayDMAP25 = -25; //Daytime DMap #3
const int nightDMAP25 = -25; //Night DMap #3
 
global script DayNight
 
{void changeNight(bool cycle)
  {if(cycle){
   if(Link->Item[I_NIGHT])Link->Item[I_NIGHT]=false;
   else{Link->Item[I_NIGHT]=true;}
  }if(Game->GetCurScreen()!=128){
  if(dayDMAP0>=0&&nightDMAP0>=0){
   if(Game->GetCurDMap()==dayDMAP0 && Link->Item[I_NIGHT]){
    Link->PitWarp(nightDMAP0, Game->GetCurScreen());
   } else if(Game->GetCurDMap()==nightDMAP0 && !Link->Item[I_NIGHT]){
    Link->PitWarp(dayDMAP0, Game->GetCurScreen());
   }
  }
  if(dayDMAP1>=0&&nightDMAP1>=0){
   if(Game->GetCurDMap()==dayDMAP1 && Link->Item[I_NIGHT]){
    Link->PitWarp(nightDMAP1, Game->GetCurScreen());
   } else if(Game->GetCurDMap()==nightDMAP1 && !Link->Item[I_NIGHT]){
    Link->PitWarp(dayDMAP1, Game->GetCurScreen());
   }
  }
    if(dayDMAP24>=24&&nightDMAP24>=24){
   if(Game->GetCurDMap()==dayDMAP24 && Link->Item[I_NIGHT]){
    Link->PitWarp(nightDMAP24, Game->GetCurScreen());
   } else if(Game->GetCurDMap()==nightDMAP24 && !Link->Item[I_NIGHT]){
    Link->PitWarp(dayDMAP24, Game->GetCurScreen());
   }
  }
  if(dayDMAP25>=24&&nightDMAP25>=24){
   if(Game->GetCurDMap()==dayDMAP25 && Link->Item[I_NIGHT]){
    Link->PitWarp(nightDMAP25, Game->GetCurScreen());
   } else if(Game->GetCurDMap()==nightDMAP25 && !Link->Item[I_NIGHT]){
    Link->PitWarp(dayDMAP25, Game->GetCurScreen());
  }
  }// You can copy this entire IF statement and change it to, say, dayDMAP2 and nightDMAP3 to create an
   // additional DMap to have a day/night cycle for. This can be done indefinitely.
  
  }
 }
 void run(){
  int frame = 0;
  int min = 0;
  while(true){
   bool cycle = false;
   if(min==dayLength){cycle=true;min=0;}
   changeNight(cycle);
   Waitdraw();
   frame++;
   if(frame==3600){
    frame=0;
    min++;
   }
   Waitframe();
  }
 }

 

Can you help me to combine it with the global MooshPit script?
I make to much mistakes and I'm still a bit afraid of scripting.
Always fear to cause Errors, that I possibly can't fix

 

 


I tried on my own, but I am totally confused by now  :wow:  :tard:





Also tagged with one or more of these keywords: FFC Script, Delay Warp, Play SFX, init Link Falls From Ceiling

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