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#16 BitZero

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Posted 03 August 2008 - 03:00 PM

QUOTE(LinktheMaster @ Aug 3 2008, 01:51 PM) View Post

Ah... yeah... the latest two builds of ZC have very severe bugs in them that can mess your quest up, unfortunately. icon_unsettled.gif


Well, I don't really think a combo-scrambling, extra 33 MB of memory explosion has anything to do with scripts. icon_frown.gif
But that's getting off-topic.
I was wondering, on the script, what was the bool = false; used for?

#17 LinktheMaster

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Posted 03 August 2008 - 03:07 PM

You mean bool exit = false?

That's just a reassurance that the variable would let you enter the while loop. Then the while loop will exit when you see the cutscene since the variable will be changed.

#18 BitZero

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Posted 03 August 2008 - 03:09 PM

QUOTE(LinktheMaster @ Aug 3 2008, 02:07 PM) View Post

You mean bool exit = false?

That's just a reassurance that the variable would let you enter the while loop. Then the while loop will exit when you see the cutscene since the variable will be changed.


Okay, that'll help when I create some more scripts.

#19 Joe123

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Posted 04 August 2008 - 05:17 AM

CODE
ffc script cutscenescript{
    void run(int m){
        while(Link->X != 120 && Link->Y != 120) Waitframe();
        Screen->Message(m);
    }
}


Sorry to barge in late and all that, but this would be how I'd do it.

The while loop 'idles' the script while Link is not at (120,120) (!= means 'is not equal to), and then when he is, the while loop ends, and the message string plays.


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