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Link->Warp


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#1 Christian

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Posted 05 December 2008 - 03:50 PM

Well i made a script in where when you step on a stairs combo , it plays a sound for a set number of frames then warps you to the given dmap and screen. But it warps using insta-warp. Is it possible to have the insta-warp blackout screen applied? Does it even exist? Didnt find it on zscript.txt.

#2 Joe123

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Posted 05 December 2008 - 06:51 PM

No.

I've come to the conclusion that the best way to do it is give the ffc an autowarp combotype; then you get the warp effects.

Drawing a black rectangle on the screen for a few frames isn't very hard though.

#3 Christian

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Posted 05 December 2008 - 09:16 PM

No , i tried that already. In my script theres the code
CODE
Game->Playsound(stairs); this->Data= cmb_autowarp; this->CSet= 2;
i had to in the cset ,because for some reason everytime i steped on the combo, it switched to a diffrent color.

#4 Joe123

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Posted 06 December 2008 - 04:56 AM

Right.

So where's the problem?

#5 Christian

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Posted 06 December 2008 - 08:46 AM

The problem is that when i step on the stairs, it plays the sound but doesnt warp you. But then when you step on it the second time it warps you. It works good but its kind of weird. It works flawlessly with the link->warp code. But that's insta-warp.

#6 lucas92

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Posted 06 December 2008 - 09:35 AM

CODE
this->Data=cmb_autowarp
?

CODE
this->Data
just changes the combo used, so it only changes the graphics of the combo of the ffc.

Edited by lucas92, 06 December 2008 - 09:37 AM.


#7 Christian

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Posted 06 December 2008 - 10:12 AM

So then ill use a transparent combo with an autowarp combo type and draw a bigblack rectangle on the screen like joe said.

#8 Joe123

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Posted 06 December 2008 - 12:56 PM

QUOTE(lucas92 @ Dec 6 2008, 02:35 PM) View Post
so it only changes the graphics of the combo of the ffc.


We musn't forget that the combotype attribute applies to ffcs too ;-)

#9 lucas92

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Posted 06 December 2008 - 01:05 PM

Oh.... Simpler that way. icon_smile.gif


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