A few questions from a newbie...
#46
Posted 29 July 2009 - 08:18 AM
#47
Posted 29 July 2009 - 06:18 PM
#48
Posted 02 August 2009 - 11:51 PM
#49
Posted 03 August 2009 - 01:44 AM
#50
Posted 03 August 2009 - 06:38 AM
Edited by Alestance, 03 August 2009 - 06:39 AM.
#51
Posted 03 August 2009 - 09:54 PM
#52
Posted 03 August 2009 - 09:57 PM
#53
Posted 03 August 2009 - 11:53 PM
Edited by Rossk, 03 August 2009 - 11:57 PM.
#54
Posted 04 August 2009 - 12:30 AM
Currently on my newest quest travels I'm doing the "2.10 way" of doing NPC's. I have it set up so that when you step in front of the person's tile, you direct warp to a dmap and screen with the dialog box open and then after he/she is done talking you move away to get rid of the dialog box and warp back to the same screen but on the normal dmap.
#55
Posted 04 August 2009 - 05:31 AM
ffc script PressA_Warp{
void run(int combo, int frames){
if(frames == 0) frames = 60;
while(true){
if(!Link->InputA){
Waitframes(frames);
this->Data = combo;
}
Waitframe();
}
}
}
}
Is a little something that came to my head and wrote it quick. There's probably a better way to do it, but if anything you can use this and see if it helps.
The "combo" argument is the combo i.d number of an Autowarp combotype.
The "frames" argument is the number of how many frames you want to wait until the code warps you to your destination. There are 60 frames in a second and well, it is set to 60 frames by default.
Edited by Christian, 04 August 2009 - 06:24 AM.
#56
Posted 04 August 2009 - 04:49 PM
This.
Just to be sure, this is frames after you press A, correct?
#57
Posted 04 August 2009 - 04:57 PM
#58
Posted 04 August 2009 - 08:47 PM
Edited by Rossk, 04 August 2009 - 08:48 PM.
#59
Posted 05 August 2009 - 01:15 AM
When you right click a combo it will tell you it's properties. For example, it's i.d number is on the top left on the window. when you enter the combo i.d number of an autowarp combo type in the D0 argument, you must also set the warp destination on the screen you are trying to warp from in the sidewarp dialog.
Like i said, there could be a better way on doing it, but that just came to the top of my head. so try that.
#60
Posted 06 August 2009 - 12:29 AM
I have another problem though. Is there some reason it wouldn't display a string? I made an invisible guy (not even sure if this is necessary, but I did it), set the string to the screen, and it just doesn't show up. I played around with it a lot but couldn't seem to figure out what the problem was. So any ideas?
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