Moving sprites request.
#1
Posted 20 April 2012 - 10:46 PM
Dogs and cuccos should just hop around randomly.
Butterflies should fly around in a circle.
Any help would really be appreciated!
#2
Posted 21 April 2012 - 01:13 AM
For dogs and cuccus, try making an enemy that does little or no damage.
#3
Posted 21 April 2012 - 01:34 AM
#4
Posted 21 April 2012 - 02:06 AM
(This description is to help whoever writes the script)
#5
Posted 21 April 2012 - 05:20 AM
int frames = 0;
ffc script new_script
{
void run()
{
while(true)
{
frames ++;
if (frames > 0 && frames < 5) this->X ++;
if (frames > 5 && frames < 10) this->Y ++;
if (frames > 10 && frames < 15) this->X --;
if (frames > 15 && frames < 20) this->Y --;
if (frames > 21 && frames < 30) this->X ++;
if (frames == 31) frames = 0;
if (this->X > 256) this->X= 1;
Waitframe();
}
}
}
#6
Posted 21 April 2012 - 10:07 AM
In the meantime, I'm trying to come up with a better solution, but I'm having problems with it.
Edited by MoscowModder, 21 April 2012 - 10:07 AM.
#7
Posted 21 April 2012 - 01:38 PM
Edited by Dragonite, 21 April 2012 - 01:43 PM.
#8
Posted 21 April 2012 - 03:17 PM
Here's your script (requires string.zh and ghost.zh to run).
Setup: Create each animal as a Walking Enemy type, and set its attributes as listed in the code. Since you want them to be intangible (can't give or take damage), leave the collision detection parameter at 0.
Edited by MoscowModder, 21 April 2012 - 10:41 PM.
#9
Posted 21 April 2012 - 05:21 PM
#10
Posted 21 April 2012 - 06:10 PM
#11
Posted 21 April 2012 - 07:43 PM
EDIT: Still not working, I looked at the test quest and I did everything the same way...
#12
Posted 21 April 2012 - 08:21 PM
Remember to set attribute 11 to GH_INVISIBLE_COMBO (from ghost.zh)!
#13
Posted 21 April 2012 - 10:41 PM
Not trying to sound needy, but is there anyway to fix this?
#14
Posted 21 April 2012 - 10:43 PM
#15
Posted 21 April 2012 - 10:45 PM
Still having the same problem as before.
Now is there a way to fix the "walking through solid combos" issue?
Edited by Dragonite, 21 April 2012 - 10:46 PM.
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