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Respawn Point

continue death spawning screen dmap

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#1 A Link to Frustration

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Posted 11 December 2014 - 09:18 PM

Who here remembers Zelda II, where it didn't matter where you were in the world, if you got a game over it was back to comatose Zelda's bedside? You could be in the depths of the final temple, about to confront your own shadow, and losing all your health would send you back to where you were when the game started! Thank god I'm not that cruel! But what I've got in mind is still similar.

 

Go and get yourself killed in a dungeon and you'll still respawn in that same dungeon. Or more specifically so long as you died on a DMap marked as "Continue Here" you'll respawn wherever you set Link to continue. But what about places that weren't marked as such? That's where this script would come in to play.

 

Whenever Link meets an untimely end, the script checks to see what DMap he died on, and whether or not it's marked as "Continue Here". If it is, well then that's the end of it. But if it's not, then the script directs Link's continue location to a particular screen of a particular DMap (which the user can then change in the compiler). You'll still go through the continue screen. You'll still be able to choose whether to continue, save, or restart. But when you do eventually respawn it will be on whatever screen the script directs you to (unless the DMap set the continue point in which case the script does nothing).



#2 justin

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Posted 12 December 2014 - 12:30 AM

have you seen this?

http://www.purezc.ne...e=scripts&id=28

 

i realize it is not exactly what you are looking for, but might help you out.

 

i haven't yet experimented with setting Continue Screens.  but might be as easy as creating a FFC script that sets these...

 

Game->ContinueDMap

* int, The DMap where Link will be respawned after quitting and reloading the game.

Game->ContinueScreen
* int, The map screen where Link will be respawned after quitting and reloading the game.
Game->LastEntranceDMap
* int, The DMap where Link will be respawned after dying and continuing.
Game->LastEntranceScreen
* int, The map screen where Link will be respawned after dying and continuing.


#3 A Link to Frustration

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Posted 13 December 2014 - 10:26 AM

It does look like between the things you listed and the contents of the script you linked to, that I should be able to cobble together a working script. Still though, I'm not quite sure how to check for whether or not a Dmap is marked as ContinueHere already. Would it just be that I'd have to set those other (dungeon) spawnpoints via the script? Or is that what you're saying? Set the primary point with a global script which would then be overridden on a case-by-case basis using FFC's?

#4 Lejes

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Posted 13 December 2014 - 10:42 AM

I don't think that DMap setting is something that can be accessed through ZScript. You'd have to find some other basis for setting the continue points.



#5 cavthena

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Posted 13 December 2014 - 02:09 PM

You could try looking into int DMapContinue[]; (An array of 512 integers containing each Dmap's continue screen). It doesn't state if this can be set or just read, so no idea if it would work or what values would work.

 

It might be easier to use a global variable that stores the continue dmap and screen, via global, then teleport Link there upon continue. Unless Dmap flag "script 1" is set. If the player wants to change the spawn location then you could have a FFC that sets the global variables when you enter the screen.





Also tagged with one or more of these keywords: continue, death, spawning, screen, dmap

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