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Post by doyleman on Dec 10, 2004 18:41:45 GMT -5
Yeah, DW, i took your tips and all, but when I move it happens, i need a script/event/anything that will teleport me to wherever if Link dies on the spot! I figured i could live with it, but if I where standing near a recovery heart, no game over (he recovered, thus the indirect effect wouldn't apply because links health=1) So, how does one go about making a game over for a action/zelda game that happens On the dot?!?
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Post by vespuleth on Dec 10, 2004 19:37:41 GMT -5
dw will have to correct me if im wrong, but couldnt you have an event that has a custom condition to start of when the characters hp = 0. itd have to be an auto event, and youd need it to be two pages long (so it didnt activate over and over) but it may work. then again, since conditions for content scripts check only after content scripts execute, it may not, unless whatever kills link is a content script.
so maybe you could set up an action script w/ a gate that opens when the player hp = 0. that should work.
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Post by doyleman on Dec 10, 2004 19:55:08 GMT -5
The script that kills link have to be action, otherwise that would be pretty wierd to wait everytime the enemy attacks. But yeah, the action script can't affect the party in anyway, so i can't send link to the last save or anything. I've tried indirect effects, calling scripts, auto events (yeah, i learned after playing with this for 2 hrs that pages only activate after a content script is applied) and turning party dead flag on, making main char. hp=0. all which didn't work.
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Post by Dungeon Warden on Dec 11, 2004 21:28:06 GMT -5
You can't. That is technologically impossible. The player must do something involving a content script in order for the game over event to occur. You could possibly put the game over in the attack buttom so that when Link tried to attack it would run, but that still requires the player to do something.
Note that if the player does noting, that's that same as being dead, so I can live with that option. How about you?
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Post by vespuleth on Dec 12, 2004 1:13:20 GMT -5
im sure its not impossible. everything that has been termed 'impossible' so far has been proven to be possible. i think we just need to find a way around it.
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Post by NASH7777 on Dec 12, 2004 8:45:31 GMT -5
Just have it when your damaged the screen goes black or white whatever color combination. Then flip a flag and have text that says game over, hit square to continue. Then in the square script, if the flag is on they teleport, so even if they get more health the flag will still be on.
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Post by doyleman on Dec 12, 2004 11:46:17 GMT -5
It isn't impossible ;D Just make a bldg event or events like so: --O OXO --O That way, when you die, they chase after you, sorround you, and when your in the middle(X) they don't let you bypass, thus you can't move, thus forcing you to hit square to reset to the last save. Of course, i didnt use this method, but i am sure it would work. I did get one, i used a combo, the square could do it, and if you move it happens, the screen goes completly black, so yeah, i got it working.... Thanks guys ;D (--) are spacers so they could show the pic, they are really no object or anything.
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Post by vespuleth on Dec 12, 2004 13:28:43 GMT -5
ive thought of doing something kind of the same, doyleman. make an event that looks like the following: and is is set to activate when the player touches it and it just runs a 'blank' content script so that all other event conditions are checked. make the action script follow the party around, so that no matter where they move, it activates it.
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Post by Dungeon Warden on Dec 12, 2004 17:12:46 GMT -5
hit square to continue forcing you to hit square if you move square could do it no matter where they move, it activates
All of the above require the player to do something - either move or hit square. What I said was impossible was: as soon as HP = 0, the character dies. If changing Party Dead to Off doesn't kill the party, then the only way for them to die is if a content script runs - which requires the player to do something to activate the content script. As you all seem aware, that requires the player to move or to hit []. Nothing else will work.
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Post by NASH7777 on Dec 12, 2004 17:50:58 GMT -5
Just came up with a new way and it's in my agme already and it works!!!! I just have an indierect effect that is always on! Basically with every step it checks to see if the death flag is on or your out of hp. It also checks if your frozen, burnt, or poisoned. I added these as status effects and am going to give them to some enemies so when they attack you, you get them. Now when you die it plops the game over thing and hit square. But if you move instead of hitting square it will run the indirect effect which will cause you to die also! You still have to press square or hit a direction but it's the easiest most convenient!!!!1
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Post by vespuleth on Dec 12, 2004 17:54:04 GMT -5
yeah, i think dw did this a while back...
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Post by BloodKnight on Dec 12, 2004 18:39:41 GMT -5
If you use an indirect effect, it will not work when you hit a wall. So, I just force the player to press square to get out, and don't let them quick restart(so they don't respawn in a void or something). No need to have them press any other buttons.
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Post by NASH7777 on Dec 12, 2004 18:41:42 GMT -5
Yes there is a VERY good reason why you can't only let them press square. Because if you don't they can still walk around while the screens a different color and if there by a teleport then they can get into a new area with no health!
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Post by BloodKnight on Dec 12, 2004 18:48:32 GMT -5
Uh, you can have a flag active that doesn't allow them to do that.
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Post by vespuleth on Dec 12, 2004 18:58:12 GMT -5
yeah, like the 'no movement' flag that already exists...
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Post by BloodKnight on Dec 12, 2004 19:01:16 GMT -5
That flag I think removes the function of the square button(I tried to press square with it on, and it didn't work, probably because I couldn't move on my own).
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Post by vespuleth on Dec 12, 2004 19:02:28 GMT -5
it shouldnt. it should just stop the parties ability to move. thats all it does for me...
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Post by doyleman on Dec 12, 2004 19:27:55 GMT -5
No Movement disables the square button, yeah, why, i don't know... but it does. Hey, nash, that's what i did....used a indirect+square for the possibilities.
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Post by Dungeon Warden on Dec 13, 2004 9:16:45 GMT -5
No Movement disables the [] button? How strange. I suppost this is so you can turn on no movement and no menu and all the buttons are disabled (except perhaps /\) during cut-scenes.
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Post by Jugem on Dec 13, 2004 14:18:20 GMT -5
The way I did it is to force the player to press []. Then to prevent the party from moving, I surrounded the leader by invisible events (from all four sides).
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Post by NASH7777 on Dec 13, 2004 16:25:38 GMT -5
Glad that works for you Doyle, You may also put other conditions in that script like I did with being poisoned,frozen,etc.... It's kinda fun making those kinda of effects to a game.
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