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WW Sailing


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#1 Geoffrey

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Posted 23 December 2008 - 04:54 PM

I need an Epona script modification that will work something like this:
1. You walk onto the boat, and press 'A.'
2. You then take control of the boat (I'm guessing this will be Link tile modifiers).
3. You will then be able to sail around on any of the 'Water' combo types.
4. During this you can also get on and off the boat by pressing 'A.'
5. Where you leave the boat (No matter what screen) it stays there.
I'm better at explaining stuff in point form, which is why I've done so.

So if anyone can do this, it will be awesome and will save me alot of trouble in making my anti-script version of sailing.

#2 Geoffrey

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Posted 24 December 2008 - 09:16 PM

Does we have no takers?

I could attempt to do it myself, but then it might look like this:
CODE
import "std.zh"
ffc/global script ww_sailing
//I'm a penguin
     void run();
          Press a and sail around like you do in WW, can you obey?  You annoying script!!
     }
}

Edited by Molten Onyx, 24 December 2008 - 09:16 PM.


#3 lucas92

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Posted 24 December 2008 - 09:43 PM

How much big do you want the boat in tiles?
Do you want Link to be invincible when Link's on the boat?
Do you want Link to be able to use items while he's on the boat?
Do you want the boat to talk to Link?

A lot of questions before writing a script. Showing the boat graphics too would help too. icon_smile.gif

#4 Fabbrizio

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Posted 24 December 2008 - 11:15 PM

I would suggest instead a system similar to in Pokemon Ruby and Sapphire, in which you get on the boat, and are asked where you wish to go; and past that the boat sails itself.

If you still wish to do it your way, I can be of no help.

#5 Geoffrey

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Posted 05 January 2009 - 10:15 PM

It would be 2x2 tiles.
He should be able to be knocked off the boat.
He should be able to use specific items while on the boat and for ones that he can't you will attach an item script the stops it and displays a string.
Link will only talk to the boat in certain cut-scenes, so I don't need that for part of a script.

#6 hinsburg

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Posted 05 January 2009 - 11:08 PM

QUOTE(Molten Onyx @ Dec 24 2008, 06:16 PM) View Post

Does we have no takers?

I could attempt to do it myself, but then it might look like this:
CODE
import "std.zh"
ffc/global script ww_sailing
//I'm a penguin
     void run();
          Press a and sail around like you do in WW, can you obey?  You annoying script!!
     }
}



That's going in my signature. icon_biggrin.gif

#7 Christian

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Posted 06 January 2009 - 02:04 AM

QUOTE(Molten Onyx @ Dec 24 2008, 09:16 PM) View Post

Does we have no takers?

I could attempt to do it myself, but then it might look like this:
CODE
import "std.zh"
ffc/global script ww_sailing
//I'm a penguin
     void run();
          Press a and sail around like you do in WW, can you obey?  You annoying script!!
     }
}



lol =p
omg, this just made up my night :-)

actually you call the boat functions after void run.
then you make the code
after the 2nd closing brace.
but first make a whole bunch of global variables && constants for the global script to use.
but can't the epona script be modified to work as the sail boat?
it sounds pretty much like epona but only on water icon_lol.gif

#8 Geoffrey

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Posted 09 January 2009 - 03:48 PM

I did not understand any of that. icon_razz.gif icon_lol.gif

I think you'll just step onto the boat, then you can choose to go to one of the four islands around the one your on.

Easier than scripting.

#9 Christian

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Posted 09 January 2009 - 05:30 PM

did you think about using a freeform raft for it?

#10 Russ

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Posted 09 January 2009 - 06:16 PM

Oh ya. There's a script for a controllable raft at AGN.

#11 Geoffrey

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Posted 17 January 2009 - 11:10 PM

Or I could just put raft flags everywhere...I'd just need to make it bigger. I need a script for that now. Anyone?

#12 Radien

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Posted 04 March 2009 - 01:45 AM

QUOTE(Molten Onyx @ Jan 17 2009, 08:10 PM) View Post
Or I could just put raft flags everywhere...I'd just need to make it bigger. I need a script for that now. Anyone?

Remember that the raft moves forward automatically and won't stop until you get off or change directions. Also, the only way to get off at a dock is to be led to a tile which touches no other raft flags except for the one you just came off of.

Basically, for the purpose of imitating Wind Waker, the default Raft feature is Fail. That's why no one's really bothered to use it that way before even though it's been around in its current form for a long, long time.

#13 ZebraStallion

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Posted 18 March 2009 - 08:43 PM

Click here (Or I'll come and find you)

Anyways, look through the topic and you'll find a stable version of the script. icon_biggrin.gif

#14 Joe123

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Posted 19 March 2009 - 03:16 AM

That's for a mini-game, it's not really 'Wind Waker Sailing'.

#15 ZebraStallion

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Posted 19 March 2009 - 06:56 AM

QUOTE(Joe123 @ Mar 19 2009, 03:16 AM) View Post

That's for a mini-game, it's not really 'Wind Waker Sailing'.

I knew that. icon_whistle.gif


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