Why thankyou.
Tis turning out a bit better than I expected actually, I was planning on just posting the LTM one (the first one) and leaving it at that, but now it's something completely different.
Has anyone else actaully tried using it yet?
I mean, it works quite nicely running around a load of blank screens, and I've tried it out up against a few obstacles, but it's a bit doctored as to where I've tried it, I think it'll turn out to not work so well if someone actually tried to implement it into a quest.
At the moment, Link is at the top of the ffc.
I'm thinking it might be nice to have him at the bottom, but add 16 to his Z coordinate.
This could fix a few errors with me having to make Epona appear at Link's feet at the top of screens (otherwise he jumps onto the next screen), might (hopefully?) make him invulnerable to enemies and should (I think) mean that combotypes don't apply (it looks ridiculous when you go over a shallow water combo at the moment).
This would, however, require quite a bit of changing to the script, and I'm not sure whether ZScript is happy to just have you set Link's Z nowadays, after _L_ changed how jumping works.
Does anyone know if this is feasable?
EDIT: Come to think of it, this would solve Twilight_Knight's problem about him wanting Link on Epona to not be affected by warp combos also, and it would allow for him to be able to be affected if you checked the 'Jumping Link is affected by warp combos' screen flag also.
So To Do:
*Jumps (I wonder how I could do this. Perhaps when Epona hits a certain combotype (or flag) then she automatically jumps up one combo and across 4?)
*Link is Invicible whilst on Epona (So hopefully I can sort this out with Link->Z = 16;)
*OoT style whipping system (someday perhaps)
EDIT2: Oooh wow, it even works with Diagonal Movement turned on.
Obviously Epona doesn't move diagonally, but I thought it'd be very buggy and it's not
Edited by Joe123, 09 January 2008 - 11:55 AM.