And thank you, I've learned something new
Enemy Step & Weapon Triggers
Overview
Creator:
justin
Added: 20 Jan 2015
Tags:
Enemy,
FFC,
Misc
Downloads: 38
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View Script
Download Example (873.7 KB) |
Information
Create unique puzzles and situations with these robust FFC triggers and check functions that simulate the Step and Strike combo types but for enemies.
Description Setup Reviews Comments
Only needs std.zh.
Set the two constants to numbers unused by other scripts. If no other scripts use ffc->Misc[] or eweapon->Misc[] arrays then you can leave them as is.
Compile and place the FFC triggers over the trigger combo you are using. The FFC combo needs tp be something other than combo 0. The ffc doesn't need to be placed exactly on grid, the script snaps it in place, but that means if you are up or left of where you intended to place it it'll snap to wrong location.
If only using one trigger on the screen, you can set the alone value (D7 for Step Trigger, D4 for weapon trigger), and don't need the Check or Order functions.
If using multiple triggers, use either the Check or Order function.
Detailed instructions on all the arguments for each function are in the script.
Set the two constants to numbers unused by other scripts. If no other scripts use ffc->Misc[] or eweapon->Misc[] arrays then you can leave them as is.
Compile and place the FFC triggers over the trigger combo you are using. The FFC combo needs tp be something other than combo 0. The ffc doesn't need to be placed exactly on grid, the script snaps it in place, but that means if you are up or left of where you intended to place it it'll snap to wrong location.
If only using one trigger on the screen, you can set the alone value (D7 for Step Trigger, D4 for weapon trigger), and don't need the Check or Order functions.
If using multiple triggers, use either the Check or Order function.
Detailed instructions on all the arguments for each function are in the script.


