To what extent can we actaully do this?
What springs to mind at the moment would be making Link invisible, and slowing down his walking speed.
Also making him move in a certain direction? This would be done via tying his X and Y coords to an ffc and having that move, correct?
Controlling Link via Scripting
Started by
Joe123
, Oct 21 2007 03:25 AM
5 replies to this topic
#1
Posted 21 October 2007 - 03:25 AM
#2
Posted 21 October 2007 - 04:01 AM
Well you could simply move link in pixels. Let's use the idea of a conveyer here, without the actual conveyer, and move link left or right.
if(conveyer==on){ Link->X = Link->X -offset_pixels;}
else{do nothing}
if(conveyer==reverse){ Link->X = Link->X +offset_pixels;}
Of coarse to make sure Link is on the conveyer when you move him you place the ffc somewhere on the location of Y where it intersects with X.
If((Link->Y > this->Y+8)ll(Link->Y < this->Y-){//don't move him}
EDIT: Apparently - 8 is a ****ing smiley... -8
EDIT2: No, its 8 ).
if(conveyer==on){ Link->X = Link->X -offset_pixels;}
else{do nothing}
if(conveyer==reverse){ Link->X = Link->X +offset_pixels;}
Of coarse to make sure Link is on the conveyer when you move him you place the ffc somewhere on the location of Y where it intersects with X.
If((Link->Y > this->Y+8)ll(Link->Y < this->Y-){//don't move him}
EDIT: Apparently - 8 is a ****ing smiley... -8
EDIT2: No, its 8 ).
Edited by Gleeok, 21 October 2007 - 04:03 AM.
#3
Posted 21 October 2007 - 04:26 AM
Ah thanks, that's interesting. Also, the smiley is still in there you know
However, I was just being curious about that, and what I actually wanted to use was the other two. Have you got any idea about those ones?
However, I was just being curious about that, and what I actually wanted to use was the other two. Have you got any idea about those ones?
#4
Posted 21 October 2007 - 05:34 AM
Well the Link being invisibe part, the magic cape right, could be done with extend silly :SILLY SMILEY!!!!!!!!: Which is the script Link tile mod. Pretty easy really, just draw a new link set with an outline of him only. Set the new temporary link tile mod via script and viola, invisible Link.
Same dealie with slow walk:
if( Link->Dir == 3){ Link->X = Link->X + speed_decrease;}
I'm not seeing any good reason why that shouldn't work so long as you keep speed a reasonable amount.
Aah ****! I meant
if(Link->InputRight){//do stuff;}
use input.
Same dealie with slow walk:
if( Link->Dir == 3){ Link->X = Link->X + speed_decrease;}
I'm not seeing any good reason why that shouldn't work so long as you keep speed a reasonable amount.
Aah ****! I meant
if(Link->InputRight){//do stuff;}
use input.
#5
Posted 21 October 2007 - 05:39 AM
Ah Link Tile mods. Easy peasy, thanks for that.
I don't really get how you're doing that with the reducing speed though...
So you're taking Link's x coord, then if hes walking right you add a bit too it? wouldn't that make him walk faster?
well I spose the same principals apply for walking slower if I take some away, but it still seems a bit strange. I'll give it a try in due course, thanks.
I don't really get how you're doing that with the reducing speed though...
So you're taking Link's x coord, then if hes walking right you add a bit too it? wouldn't that make him walk faster?
well I spose the same principals apply for walking slower if I take some away, but it still seems a bit strange. I'll give it a try in due course, thanks.
#6
Posted 21 October 2007 - 05:46 AM
I meant minus. -
not plus.
Also i'm not exactaly sure on the ratio you need. It SHOULD work though. If it ends up sending Link backwards all you should need to do is implement that every two to three frames via variable. That should fix it right up.
not plus.
Also i'm not exactaly sure on the ratio you need. It SHOULD work though. If it ends up sending Link backwards all you should need to do is implement that every two to three frames via variable. That should fix it right up.
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