I Got the script to work now but the enemy walking animation is working properly.
Edited by MegaX, 07 September 2016 - 03:50 PM.
Posted 31 August 2016 - 11:27 PM
I Got the script to work now but the enemy walking animation is working properly.
Edited by MegaX, 07 September 2016 - 03:50 PM.
Posted 16 September 2016 - 01:20 PM
Posted 18 September 2016 - 09:25 PM
This question may be elementary to most of you, but for me it is not.
I can get ghost enemies to work fine. My issue is before I added in ghost.zh, I had two global scripts assigned (They are combined into one successfully). One of them is a solid FFC script and another one allows me to make items that kill Link instead of causing his HP to go very high. Lets call this "Global1"
As you already know, you must assign a script for it to work. Problem is I have to assign GhostActiveZHScript to the active slot, but to do that, I have to replace Global1 with GhostActiveZHScript. I can either have Global1 or GhostActiveZHScript, but not both.
My script file has
import "ztd.zh"
import "string.zh"
import "ghost.zh"
global script Global1{
{ ....
}
}
Because of the import "ghost.zh" I don't know how to combine GhostActiveZHScript and Global1. How do I combine these scripts?
I know there is a ghost.zh file where I can edit World Settings, Shadow Settings, AutoGhost Settings, etc... Do I need to put my Global1 script in that file?
Posted 18 September 2016 - 09:45 PM
global script GhostZHActiveScript { void run() { StartGhostZH(); while(true) { UpdateGhostZH1(); Waitdraw(); UpdateGhostZH2(); Waitframe(); } } }If you look at that little guide I linked, it should be possible to combine this with what you've got.
Posted 15 October 2016 - 01:44 PM
Update: I got my script to work but the the walking animation isn't working properly.
Posted 15 October 2016 - 04:17 PM
Posted 15 October 2016 - 04:30 PM
Yes i set the F. Rate to 16, But it still isn't working
Edited by MegaX, 15 October 2016 - 08:09 PM.
Posted 16 October 2016 - 04:46 PM
The Walking animation always shows forward walking no matter which direction its going
Posted 16 October 2016 - 05:13 PM
Posted 16 October 2016 - 05:39 PM
I tried it still didn't work, i don't know what I'm doing wrong?
Posted 16 October 2016 - 06:44 PM
Posted 16 October 2016 - 07:23 PM
I set the new enemy tile facing up, i left the old and special enemy tiles blank.
Posted 16 October 2016 - 09:00 PM
I also have my combos set up for my script with the enemy facing up, down, left and right
Posted 16 October 2016 - 09:02 PM
Posted 16 October 2016 - 09:11 PM
Finally it Works! expect with the weird teleporting animation but I'll deal with it, Thanks Lejes
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