Waling NPC's
Started by
Eddard McHorn Van-Schnuder
, Aug 15 2007 07:00 AM
8 replies to this topic
#1
Posted 15 August 2007 - 07:00 AM
Okay, some time ago, I wanted walking NPC's in my quest (Who doesen't) but many people said it was impossible to make em walk without the use of animated combos... Well... I think there is a way. What about using the enemy editor to make an enemy that doesen't hurt link. Then change the sprites. And then... well... it would walk around like a moblin... or am I wrong? Cause I now get to the reason this is posted in editor HELP: I tried this some time ago, but I couldn't get it to worklike it should have... anyone else whanna try this out?
#2
Posted 15 August 2007 - 10:07 AM
Can you make an enemy that Link can't hurt/kill though?
#3
Posted 15 August 2007 - 10:51 AM
I think you can... I remember editing that... Don't remember how though..
#4
Posted 15 August 2007 - 10:57 AM
Just check the 'Is invincible' box
#5
Posted 15 August 2007 - 11:06 AM
But if you do get this to work it'll be like trading talkable npcs for walkable npcs. I don't know about you but I'd rather have talkable ones.
#6
Posted 15 August 2007 - 11:11 AM
You could have both you know.
Check the "full screen warp" screen flag, and set up the talk-to NPC. Make the entire screen unwalkable (except the parts link needs to walk to stop "talking" to the NPC) That way, the enemies are frozen in place, and you talk to a guy about a pie.
Check the "full screen warp" screen flag, and set up the talk-to NPC. Make the entire screen unwalkable (except the parts link needs to walk to stop "talking" to the NPC) That way, the enemies are frozen in place, and you talk to a guy about a pie.
#7
Posted 15 August 2007 - 11:14 AM
But if he's walking how do you set up where to talk to him? I mean I just don't get if he's walking where would the warp be to have him start talking?
Edited by Plissken, 15 August 2007 - 11:18 AM.
#8
Posted 15 August 2007 - 11:52 AM
My solution would be to script a FFC, either Stairs or Direct Warp, 3x3 combos in size, to center on Enemy #So-and-so every frame. So when you come close to the "enemy" NPC, it warps you to a screen with the strings. You could set Quest Rules "Messages Disappear" and "Messages Freeze All Action" so you wouldn't need to warp back to be able to access all parts of the screen after "talking" to him. That would eliminate the problem of warping right back onto the FFC-warp when you're done talking.
Seems like it would work, with some setting up...
Seems like it would work, with some setting up...
#9
Posted 15 August 2007 - 11:54 AM
I guess but would there be anyway to get this to work with pressing a to have him talk script?
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