whoops here's me finally implementing this script, over a year after i requested it lol
in saying that - it doesn't look like the placeholder enemy works if there's an init delay set to 8 or higher. the shutter will open regardless.
also, looks like the NPC death/breaking script doesn't work either. it checks for the solid combos, but the death animation and sound effect doesn't play when the entity dies. that could be something to do with the way i have it set up, although i think i have it set up correctly
No Cycle Spinning Tiles [2.55]
Overview
Creator:
Moosh
Added: 15 Jan 2022
Tags:
2.55,
Enemy,
FFC
|
View Script |
Information
A script that handles spinning tile rooms without large combo cycling setups.
Description Setup Reviews Comments
Place an FFC on the screen with the script, set its arguments as follows:
Since it's not the most widely known how the Spinning Tile (Immediate) combo type works, it spawns enemy 166, Spinning Tile (Combo), and uses the next combo in the list for the enemy's graphics. So if your tiles turn out looking glitchy, that would be why.
There's also an NPC script that you can assign to the spinning tile enemy to give them an alternate death animation and make them shatter on hitting solids. Constants for that as follows:
- D0: The layer you're using for placing combo flags to mark the spawn order
- D1: The combo to turn the inactive tiles into. This should be of the type Spinning Tile (Immediate). If you leave it at 0, it will offset the combos at those positions by 1 instead of setting them to a fixed one.
- D2: The cset to turn the inactive tiles into. If you leave it at 0, the CSet will remain unchanged.
- D3: How long in frames (60ths of a second) to wait before spawning each tile in the sequence
- D4: How long in frames to wait after entering the screen
- D5: If this is >0, the tile pattern only requires one flag specified by this argument. It will spawn the tiles in a preset pseudorandom order.
- D6: If this is set to 1, the tiles will spawn an additional enemy offscreen that holds shutters closed until they finish spawning.
Since it's not the most widely known how the Spinning Tile (Immediate) combo type works, it spawns enemy 166, Spinning Tile (Combo), and uses the next combo in the list for the enemy's graphics. So if your tiles turn out looking glitchy, that would be why.
There's also an NPC script that you can assign to the spinning tile enemy to give them an alternate death animation and make them shatter on hitting solids. Constants for that as follows:
- SPR_SPINNINGTILEBREAK: The sprite in Quest->Graphics->Sprites->Sprite Data for the death animation
- SIZE_SPINNINTILEBREAK: Set to 2 to make the sprite 2x2.
- SFX_SPINNINGTILEBREAK: This sound plays when the enemy dies. You can set the death sound in the editor to 0 so it doesn't play sounds when going offscreen.
- SPINNINGTILE_BREAK_SOLID: If this is set to true, the enemy will also die when hitting something solid.


