Is this going to affect the ghosted enemy scripts I'm using in my quest? Because if so, would you mind updating the ones you included in your AutoGhost Enemies Pack?




Is this going to affect the ghosted enemy scripts I'm using in my quest? Because if so, would you mind updating the ones you included in your AutoGhost Enemies Pack?
They should all still work. I do plan to update them soon anyway, though.
[téknolŕiz]
Recent script updates:
2013-05-11: ghost.zh updated to 2.6.2
2013-05-01: ffcscript.zh updated to 1.1.0
Spoiler: show




Thing is, though, some of them have the old ghost_explode variable, which has been replaced with ghost_deathanimation.
It hasn't been removed, it's just deprecated.
Edit: Sorry. Left a bug in one of the FindSpawnPoint functions. Fixed now.
Last edited by Saffith; 12-10-2012 at 05:16 AM.
[téknolŕiz]
Recent script updates:
2013-05-11: ghost.zh updated to 2.6.2
2013-05-01: ffcscript.zh updated to 1.1.0
Spoiler: show
Another small update, requiring 2.50. I added another way to set up AutoGhost enemies. Set misc. attribute 12 to -1 and put the script name in the enemy's name after @, for instance:
Goriya (LttP, green) @Goriya_LttP
Also, I added constants to control flashing and knockback, so now you can fling enemies clear across the screen if you like.
[téknolŕiz]
Recent script updates:
2013-05-11: ghost.zh updated to 2.6.2
2013-05-01: ffcscript.zh updated to 1.1.0
Spoiler: show


Oh wow, I see you've been busy. I haven't played with ghost.zh in a while (ever since the Spark.h and HomingFireballShooter.h scripts), but I want to get back into it and see what I can make happen... I still have an enemy that moves in an epicycloid that got left on the cutting room floor, so I need to work out its kinks to get it ready for prime time.
Speaking of which, I never did update the scripts I've got linked... But I was thinking I should just post them here instead, anyway. I'll probably do that this weekend.
Anyway, another small update because I messed up flickering. :p
Last edited by Saffith; 12-22-2012 at 01:53 AM.
[téknolŕiz]
Recent script updates:
2013-05-11: ghost.zh updated to 2.6.2
2013-05-01: ffcscript.zh updated to 1.1.0
Spoiler: show
Another update. This will invalidate existing saved games. (Generally the case, but I thought I'd start mentioning it.)
There's a particularly high chance of new bugs this time, so be ready for that.
- It's finally possible to read and change ghosted enemies' properties from other scripts using the functions GetEnemyProperty() and SetEnemyProperty().
- SetEWeaponMovement() now takes another argument. Some similar weapon movement types have been merged with the differing functionality now controlled by the second argument.
- The movement functions have been rewritten to be more accurate and faster.
- The FireEWeapon functions can now take -1 for the sprite and sound arguments to use defaults for the weapon type.
- 2x2 shadows are now used for enemies 3x3 and larger. (Only applies if GH_FAKE_Z or GHF_FAKE_Z is used)
- Added GHF_STATIC_SHADOW for enemies whose shadows should never animate. (Only applies if GH_FAKE_Z or GHF_FAKE_Z is used)
Last edited by Saffith; 03-01-2013 at 05:45 PM.
[téknolŕiz]
Recent script updates:
2013-05-11: ghost.zh updated to 2.6.2
2013-05-01: ffcscript.zh updated to 1.1.0
Spoiler: show
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