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Disabling Enemy Shadows & Reduced enemy speed


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#1 Supindahood

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Posted 04 November 2011 - 10:35 PM

Is it possible to disable the shadows for an specified enemy?
And also something to make the enemy fly around slower.

If this is possible without scripting, let me know. And if not, it would be great if someone could make one or both of these scripts, they should be simple I guess.

Thanks

#2 MoscowModder

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Posted 04 November 2011 - 11:02 PM

I don't know how to disable shadows for one enemy, but have you tried adjusting the step speed in the enemy editor?

#3 Supindahood

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Posted 05 November 2011 - 08:53 AM

I can't edit step speed to a keese with bat movement according to the Wiki, and i tried it ingame but didn't work.

#4 Mero

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Posted 05 November 2011 - 09:08 AM

No you cannot remove shadows.
No you cannot edit the step speed of a bat.

#5 Supindahood

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Posted 05 November 2011 - 10:17 AM

Can i not with a script?

#6 Mero

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Posted 05 November 2011 - 10:34 AM

Oops I made a mistake. You CAN turn off shadows by setting npc->Extend to EXT_NOSHADOW. As for changing the step speed, only way I can think of doing it is using ghost.zh and Ghost_VariableWalk8.

#7 Supindahood

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Posted 05 November 2011 - 10:38 AM

Okay nice, if it isn't possible to decrease movement speed of the 'keese', is there a way to make an FFC just move around randomly?
(it doesn't do any damage and has no health.)
Ghost could work but I do not know how to do it icon_smile.gif

Its just an butterfly flying around and I made it an enemy to have its movement.

#8 Mero

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Posted 05 November 2011 - 12:00 PM

I can write the ghost script if you want but you'll need to use RC2.

#9 Supindahood

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Posted 05 November 2011 - 01:34 PM

Sure, that would be great. And i'm using RC2 and I go the ghost files in the ZC folder icon_smile.gif

#10 Mero

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Posted 05 November 2011 - 02:51 PM

CODE
ffc script Butterfly{
     void run(int enemyID){
         npc ghost = Ghost_InitAutoGhost(this, enemyID);
         ghost->Extend = EXT_NOSHADOW;
         ghost->CollDetection = false;
         int counter = -1;
         while(true){
             counter = Ghost_VariableWalk8(counter, ghost->Step, ghost->Rate, ghost->Homing, 0, ghost->Haltrate);
             ghost->Dir = Ghost_Dir;
             Ghost_Waitframe(this, ghost, true, true);
         }
     }
}

Edited by blackbishop89, 05 November 2011 - 02:54 PM.


#11 Supindahood

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Posted 05 November 2011 - 03:29 PM

I get this error
CODE
ghost.zh, line 335: Error S10: Function printf is undeclared.
when trying to compile my script after including import "ghost.zh"

I think the FFC compiles without errors.

#12 Mero

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Posted 05 November 2011 - 04:49 PM

QUOTE(Gonken @ Nov 5 2011, 02:29 PM) View Post

I get this error
CODE
ghost.zh, line 335: Error S10: Function printf is undeclared.
when trying to compile my script after including import "ghost.zh"

I think the FFC compiles without errors.


you need to import "string.zh before ghost.zh"

#13 Supindahood

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Posted 05 November 2011 - 05:24 PM

Okay thanks.

#14 Mero

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Posted 05 November 2011 - 05:54 PM

To set it up set attribute 11 to whatever you have GH_INVISIBLE_COMBO set to and set attribute 12 to the script slot number. It uses random rate, halt rate "or turn frequency in this case", homing and step.

#15 Supindahood

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Posted 05 November 2011 - 06:08 PM

I changed it, but nothing happened when i try it ingame.


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