Ledge Script.
Started by
Beefster
, Apr 22 2008 06:50 PM
40 replies to this topic
#31
Posted 24 April 2008 - 04:25 PM
The only thing I can think that would be a fix to the north-jumping bug is to create another script that works with this script; in turn I think it would be best to create and merge several scripts together before it can be "functional".
To be more precise, a Z-tracking script that actually places Link on top or below things. Just add a few variables, combos, and things, and Link could walk over a bridge with enemies under it, along with the possibility to jump off said bridge.
Of course, the script would be global. And a bit of a pain, especially when you have to assign combos to special properties set in the script, like stairs, ledges, and bridges.
But that's my point of view on this.
...And another thing, has it been tested to see what happens when Link jumps into water?
To be more precise, a Z-tracking script that actually places Link on top or below things. Just add a few variables, combos, and things, and Link could walk over a bridge with enemies under it, along with the possibility to jump off said bridge.
Of course, the script would be global. And a bit of a pain, especially when you have to assign combos to special properties set in the script, like stairs, ledges, and bridges.
But that's my point of view on this.
...And another thing, has it been tested to see what happens when Link jumps into water?
#33
Posted 08 May 2008 - 05:05 PM
Wow! This is the single best <derrogatory 4-letter word>ing script EVER! This puts you up by Shoelace as one of the greats! I WILL use this!
#34
Posted 08 May 2008 - 05:13 PM
Thanks, man. That makes me feel like I exist! Yay!
#35
Posted 08 May 2008 - 05:31 PM
Hey Beefster, what's that '&&=' assigment you're using?
I've never seen it before
I've never seen it before
#36
Posted 09 May 2008 - 07:00 PM
QUOTE
Hey Beefster, what's that '&&=' assigment you're using?
Yeah. I was wondering that, also.
#37
Posted 09 May 2008 - 08:03 PM
it's just a logical AND (not bitwise) paired with an assignment. It's the same as &= only for booleans. It compiled just fine, so I figured it was an acceptable convention.
#38
Posted 10 May 2008 - 08:53 AM
Oh. Cool!
#39
Posted 10 May 2008 - 02:41 PM
Ah.
So:
Like that?
And would that mean we have '||='?
So:
CODE
bool a = true;
bool b = true;
bool c;
bool d &&= a && b;
return d; //d returns true;
bool d &&= b && c;
return d; //d returns fasle;
bool b = true;
bool c;
bool d &&= a && b;
return d; //d returns true;
bool d &&= b && c;
return d; //d returns fasle;
Like that?
And would that mean we have '||='?
#40
Posted 16 May 2008 - 10:29 PM
Yep, that's pretty much how it works.
||=: Probably. See if it compiles.
||=: Probably. See if it compiles.
#41
Posted 23 September 2008 - 02:09 PM
I loaded this script on my quest oracle of nature but i cant just seem to make this thing work...how to i make it work?
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