Re: Scripting suggestions
Freeze and Unfreeze are already implemented, in the form of the boolean Link::InputsEnabled.
Re: Scripting suggestions
I approve of the Hide and Show functions.
Though Spawn should probably be called MkEnemy or something.
Re: Scripting suggestions
Actually, InputsEnabled has been removed. As well as the ForcedA, ForcedB, ForcedUp, etc. variables and the GetA, GetB, GetUp, etc variables. They have been replaced with the InputA, InputB, InputUp, etc. variables. This way you can read and intercept user control on the script level from one set of variables. if you want to disable user input, just run these lines:
Code:
SETV inputa,0
SETV inputb,0
SETV inputup,0
SETV inputdown,0
SETV inputleft,0
SETV inputright,0
SETV inputstart,0
If you only want to disable the sword (without using the bubbles), just do this:
You can also cause Link to do things. If you want him to walk left 50 steps, just use the input disabling code above, but change the inputleft line to:
Re: Scripting suggestions
Does that work for everything though, or just Link? I like Cloral's freezeAction() function - it would be nice to have one that just froze everything including enemies. Then you could do, say, a *real* message box or something.
Re: Scripting suggestions
Quote:
Originally Posted by Dark Nation
If you only want to disable the sword (without using the bubbles), just do this:
You can also cause Link to do things. If you want him to walk left 50 steps, just use the input disabling code above, but change the inputleft line to:
If I'm reading this correctly, you're saying that setting an input variable to 0 disables it and if setting it to 1 forces it?
If that's the case, what do you set it to to restore it to normal?
Re: Scripting suggestions
the thing is, according to DN, the forcing and the disabling only works for one frame.
Re: Scripting suggestions
And again: What about Select? Remember, map button? Not that I've got any terribly useful ideas for what to do with an extra button, but, SOMEBODY might.