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Re: Slightly improved Zelda code
[Re: DavidLancaster]
#38047
12/26/04 23:54
12/26/04 23:54
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Joined: Jan 2002
Posts: 454 Germany
CD_saber
Senior Member
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Senior Member
Joined: Jan 2002
Posts: 454
Germany
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Hello AccessPhenomenon
i've sent you a private message... !
Ja, lach du nur du haariges Pelzvieh!
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Re: Slightly improved Zelda code
[Re: Rauschmittel]
#38049
11/06/05 15:44
11/06/05 15:44
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Joined: Nov 2003
Posts: 1,659 San Francisco
JetpackMonkey
Serious User
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Serious User
Joined: Nov 2003
Posts: 1,659
San Francisco
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Here here Any chance it can be posted again? Sounds great! I was looking thru Grimber's mega packs to see if it had been added there, but no dice!
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Re: Slightly improved Zelda code
[Re: JetpackMonkey]
#38050
11/07/05 02:29
11/07/05 02:29
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Joined: Feb 2005
Posts: 1,785 Jesusland
Towelie
Serious User
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Serious User
Joined: Feb 2005
Posts: 1,785
Jesusland
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How do I implement this into a game? Say, I want to make a small test, and I download this, make my models with all the required animations, then what do I do?Use templates or what?
Sorry, heads still in a gutter.
Jimmy died, today, he blew his brains out into the bay, in the state of mind, its my own private suicide.
A stitch in time saves nine... what the hell does that mean?!?
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Re: Slightly improved Zelda code
[Re: DCorwin]
#38054
11/15/05 23:21
11/15/05 23:21
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Joined: Nov 2004
Posts: 862 Australia
DavidLancaster
OP
User
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OP
User
Joined: Nov 2004
Posts: 862
Australia
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Quote:
Are there certain template scripts that have to be included to get this to run? I'm having lots of errors implementing. Two things kind of helped, moving scan_even to top of script and putting the DEFINE animdist above the player action. But I still get errors after that, mainly dist_planar is unknown.
Thanks
Dang. You might have already checked this but is dist_planar defined as a variable at the top of your code, and is it spelt correctly? that's the only reason I'd know to get that error :S
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