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Re: Slightly improved Zelda code [Re: Firestorm] #38037
12/24/04 14:16
12/24/04 14:16
Joined: Jan 2003
Posts: 246
The Hole, Australia
Josh666 Offline
Member
Josh666  Offline
Member

Joined: Jan 2003
Posts: 246
The Hole, Australia
Well, he sure is everything i'd like to be...


~J666
Re: Slightly improved Zelda code [Re: Josh666] #38038
12/24/04 20:51
12/24/04 20:51
Joined: Jul 2004
Posts: 785
Serbia
Iglarion Offline
User
Iglarion  Offline
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Joined: Jul 2004
Posts: 785
Serbia
This sound great! I can't wait.


IGRAVISION Page - www.igravision.com
RPG project - The Battle For Forgol 92.75%
Re: Slightly improved Zelda code [Re: Iglarion] #38039
12/25/04 09:17
12/25/04 09:17
Joined: Mar 2002
Posts: 7,726
old_bill Offline
Senior Expert
old_bill  Offline
Senior Expert

Joined: Mar 2002
Posts: 7,726
Very nice contribution!
5 stars are yours!

And if you need some webspace to put the file up, contact me, thats no problem!

old_bill


Success is walking from failure to failure with no loss of enthusiasm.
Re: Slightly improved Zelda code [Re: old_bill] #38040
12/25/04 20:28
12/25/04 20:28
Joined: Jan 2003
Posts: 246
The Hole, Australia
Josh666 Offline
Member
Josh666  Offline
Member

Joined: Jan 2003
Posts: 246
The Hole, Australia
I got some serious errors happening when i tryed to use this


~J666
Re: Slightly improved Zelda code [Re: Josh666] #38041
12/26/04 00:16
12/26/04 00:16
Joined: Mar 2002
Posts: 7,726
old_bill Offline
Senior Expert
old_bill  Offline
Senior Expert

Joined: Mar 2002
Posts: 7,726
Which one?
I just had to move function scan_event{} over the action player_action{] and now it works!

old_bill


Success is walking from failure to failure with no loss of enthusiasm.
Re: Slightly improved Zelda code [Re: old_bill] #38042
12/26/04 08:34
12/26/04 08:34
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline OP
User
DavidLancaster  Offline OP
User

Joined: Nov 2004
Posts: 862
Australia
Just put this at the top of your code:

function scan_event;

Re: Slightly improved Zelda code [Re: DavidLancaster] #38043
12/26/04 11:12
12/26/04 11:12
Joined: Jan 2003
Posts: 246
The Hole, Australia
Josh666 Offline
Member
Josh666  Offline
Member

Joined: Jan 2003
Posts: 246
The Hole, Australia
I've got no freaking idea what i'm doing when it comes to scripting...
and... i think i've just butchered the script trying to get it to work...

Is it possable for someone to post the script that has already had the above function moved...
I've tryed a few times already, and i'm still getting errors...


~J666
Re: Slightly improved Zelda code [Re: Josh666] #38044
12/26/04 12:35
12/26/04 12:35
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline OP
User
DavidLancaster  Offline OP
User

Joined: Nov 2004
Posts: 862
Australia
Copy the original script. Put this "function scan_event;" at the top.

Also, post the errors you are getting. I have no idea how to begin to fix your problems unless you post the errors.

Re: Slightly improved Zelda code [Re: DavidLancaster] #38045
12/26/04 13:10
12/26/04 13:10
Joined: Jan 2003
Posts: 246
The Hole, Australia
Josh666 Offline
Member
Josh666  Offline
Member

Joined: Jan 2003
Posts: 246
The Hole, Australia
AH, ok..

heh.. my bad.... bad cut/paste job... thanks for tolerating my dumbness..
and for the script..


~J666
Re: Slightly improved Zelda code [Re: DavidLancaster] #38046
12/26/04 16:13
12/26/04 16:13
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline OP
User
DavidLancaster  Offline OP
User

Joined: Nov 2004
Posts: 862
Australia
A problem you might find with the lock on code is that if there is more than one lock on object in range, if you press right click you might not lock on to the closest object.

To rectify this, find this code:

temp.pan = 360;
temp.tilt = 50;
temp.z = lockon_min;
scan_entity (my.x, temp);

and place it before "IF (locked_on == 0) {" instead of after.

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