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Triforce Piece shenanigans


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#1 klop422

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Posted 26 August 2020 - 04:52 PM

After making this thread:

 

It'd be nice if we could pick a new sound effect for the Triforce cutscene. Although we can kind of do so with scripts, it'd be good if we could just pick something else.

 

Also, related, if Triforce pieces could have pickup scripts attached (according to ywkls they can't) that'd be really nice. Means that even if you can't change the sound, a script just about can. Another possible application: we could attach another item to a Triforce piece (with the item bundle script) and offer, say, the hookshot, as a dungeon reward, with the Triforce cutscene.



#2 Bagu

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Posted 26 August 2020 - 05:07 PM

You can change the cutscene MIDI in the item editor.
I also used Itembundle for Triforce fragments.

...always worked fine.


Just read (in another thread) that you don't want a MIDI track, for the cutscene.
...so, forget my former post



#3 klop422

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Posted 27 August 2020 - 03:11 PM

If the Item Bundle script works, then it works. Fair enough, though Avaro's script in that thread didn't work when attached to the Triforce.

 

But I did specifically not want a MIDI :P



#4 Timelord

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Posted 27 August 2020 - 06:45 PM

After making this thread:

 

It'd be nice if we could pick a new sound effect for the Triforce cutscene. Although we can kind of do so with scripts, it'd be good if we could just pick something else.

 

Also, related, if Triforce pieces could have pickup scripts attached (according to ywkls they can't) that'd be really nice. Means that even if you can't change the sound, a script just about can. Another possible application: we could attach another item to a Triforce piece (with the item bundle script) and offer, say, the hookshot, as a dungeon reward, with the Triforce cutscene.

 

 

Triforce fragments already had the ability to run item collect scripts. 

 

  • Added the ability for TF pieces to run an action script, on collection.
    • This requires enabling a flag: Run Action Script on Collection.
    • This script can run for multiple frames, as can all item action scripts in 2.55. 
    • The first frame of the action script runs prior to the engine curscene, and all additional frames run following the cutscene. If the cutscene is disabled, then the script runs as normal. 
    •  
  • Added the ability to play a second sound effect.
    • This requires enabling a flag: Play Second Sound Effect, and the sound must be set in Attribute Second Collect Sound.
    • The main sound effect is set on the Pickup tab, in the Sound field. 
  • Added a flag No Cutscene to allow fully scripted cutscenes.
  • Added a flag No MIDI. This allows the cutscene MIDI to be silent.

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#5 Emily

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Posted 27 August 2020 - 09:13 PM

....why would the *ACTION* script run on collection? That seems odd...

 

What we need is multi-frame pickup scripts, at this point.



#6 Timelord

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Posted 27 August 2020 - 09:17 PM

....why would the *ACTION* script run on collection? That seems extremely backwards.....

 

It's a flag on the item. Action scripts can be kept alive and running for as long as you want, and called at will. Collect scripts still do not allow these events, and for the sake of sanity, because Triforce items aren't typically used as active items, this is a useful option. The only time that Triforce items are used in the majority of quests, is when you collect them; and the script can continue running as a passive script if you also select that option. 

 

Pairing this with the passive script flag, and making a unique TF Fragment per level, would allow you to stack effects from each piece.

 

I suspect that Passive Script itself would have worked, too, but if you only want a cutscene or event script for TF collection, this is simple, effective, and sufficient.


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#7 klop422

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Posted 28 August 2020 - 09:35 AM

Good to hear these additions have been implemented! I honestly think they'll be really useful.



#8 Timelord

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Posted 29 August 2020 - 04:12 PM

Good to hear these additions have been implemented! I honestly think they'll be really useful.

 

Item collect scripts on TF fragments, work in 2.53.x, and I expect, in 2.50.x, as well. I'm unsure why there is a myth that they do not run.

 

The most drastic changes are the ability to run the action script on collecting the item, and the ability to suppress the engine effects. All of that, is new.




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