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Timed spikes


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#1 ChrisHunter64

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Posted 04 November 2019 - 09:55 PM

Been trying to figure this out for a bit but i dont feel like i grasp excactly how to do it.

Ive seen in multiple quests that you can make spikes that can go from out to in the ground. Ive looked through all the combo types but i cant seem to find what that requires. Knowing my luck its probably gonna have to be another script or imma have to make a freeform combo or something.

#2 Lüt

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Posted 04 November 2019 - 10:29 PM

Those are combo cycles.

The base classic quest comes with a set. If you start a new blank quest, they're combos 588-591, but if you've been adding stuff, they may have been bumped down further.

You won't notice them going up and down in the combo list, because what happens is they shift from one combo to the next combo when their animation loop completes. If you edit any combo, there's a box with "Cycle:" written above it, and that's where you choose what's the next combo after the animation finishes. Most are set to combo 0, which means no cycling. But if you open 588, you'll see it cycles to 589, and so on until 591 cycles back to 588.

You can use that for other kinds of animation or type switching (like the scrolling floor that constantly changes direction in the LttP ice palace or raising/lowering blocks), but it's good for raising/lowering spikes too.

Also in ZQuest, you can press X to enter preview mode, then press C to view cycle animations on whatever screen you're viewing. It occasionally skips frames or cycles, but it's only a preview anyway.
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#3 ChrisHunter64

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Posted 05 November 2019 - 01:05 AM

Woah i never knew this :o anytime someones mentioned the cycle box in a video or tutorial they just skip it saying they'll cover it later which they dont lol. Thank you much
Time to add some cheap ass invisible spikes everywhere. Fields, forests, caves, the water why not.
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