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It should be possible as a simple sprite swap, I think.
Anyway, I'm having trouble getting an enemy surge working. The code is mostly a modified version of some code from plusEnscripted. It turns up no errors, and the "Surge incoming" text comes up, but no enemies spawn. The coordinates of where I want to spawn stuff is between 237 and 247 widthwise, and 35 heightwise, according to JCS. Code:
uint elapsed = 0;EDIT: Turns out that they're just invisible. So, now my question is, why are they invisible, and how can I get them visible? EDIT 2: I've placed other lizards in the level, but the ones coming from this script are still invisible. EDIT 3: Wait, I fixed it. Turns out it was the "STATE::FALL" that was the problem. Switching it to either a Float Lizard or removing that line fixes it. I apologise for the slightly useless post. XD EDIT 4: New problem: void onObjectHit(jjOBJ@ object, jjOBJ@ bullet, jjPLAYER@ player, int force) isn't triggering. |
onObjectHit is only called for objects with scriptedCollisions set to true.The trouble with trying to make Devan a playable character in AngelScript is that you'd still see the rabbit sprites. You could do stuff with jjPLAYER::cameraFreeze, maybe offset layer 4 some number of tiles to the side and edit every behavior so it offsets its sprites accordingly, but that would be a pretty big hassle. Or you could stick Jazz in a wall somewhere and write your own platforming engine for Devan from scratch. Or you could decide it's probably not a great idea for 4.3. |
Bullets are now going through multiple enemies, and although it does kill them, the kill counter still isn't going up.
Also, enemies are invincible in the air, and they only spawn at the two edges of the area I've specified for them to spawn in. |
Without knowing what the code looks like, it's pretty much impossible to point at what you're doing wrong.
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uint elapsed = 0; |
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The other problems stem from your not writing obj.bulletHandling = HANDLING::DETECTBULLET; either while spawning the lizards or in their jjObjectPresets entry. |
Ah, I thought it would be something simple like that.
Thank you very much. :) EDIT: Now having trouble adding a second wave to the surge. I've added the following code: Code:
} else if (slain < 30) {EDIT 2: They can be killed with special attacks, but not bullets. Either way, though, they don't trigger the onObjectHit code. EDIT 3: By removing the bullet handling part, I've fixed them being invulnerable to bullets, but they still don't activate the onObjectHit code. EDIT 4: For debugging purposes, I've added the following code in the onObjectHit part, which should trigger every time I hit a bat: Code:
if (object.eventID == OBJECT::BAT) {EDIT 5: Tried swapping the bats out for ravens. Still didn't work. |
Try
obj.playerHandling = jjObjectPresets[OBJECT::FLOATLIZARD].playerHandling; |
Is it possible to create a level script that shows radar in-game?
Here's a good example of radar taken from Halo, the radar is in the bottom-left corner: [IMG]http://faqsmedia.ign.com/faqs/image/article/823/823401/10_halo_002.jpg[/IMG] There's obviously precedent for finding other player's positions in the map, but I haven't seen what an HUD-based radar what look like in JJ2. |
This is defininely possible. All you have to do is get some sprites, parts of tiles or whatever to draw the dots that represent players and a background. Every player has the position of all other players it's just a matter of scaling this to the dot position and making a condition for when the dots to show up. It's ofcourse also possible to put pu's, carrots and bases on it.
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I think you should ask Artem about that. He will explain you everything about radar and how it works.
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I think you should ask Artem about the 5,478 lines of code he wrote for JJ2+ instead.
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Apropo, majoritatea pustilor de varsta ta sunt niste pitici enervanti care se cred buricul pamantului. Ma bucur ca exista persoane inteligente ca tine in Romania! |
I am trying to remake "somehow" the JJ1 Bonus in JJ2 (But not 3D)
[img]http://i.imgur.com/7xOjwQp.png[/img] Quote:
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Just kidding, i wish you luck with this, cause it sounds really interesting:7 |
It's not exactly a request but it would be if the answer is "yes".
Is it possible to combine a bridge and an Acc Belt? I'm thinking of modifying the MEZ03 serpentine belt so a custom "rolling" bridge can be made via Angelscript. |
heck, you can just put Acc Belt events in the area the bridge would take up in JCS. But more generally:
Code:
void onPlayer(jjPLAYER@ play) { |
Do you think a Tails-like NPC would be hard to get working?
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The trickiest part would be writing all the logic for how to move around the level and what to react to and when to shoot and stuff. And that would be tricky. But that's because of AI, not AS.
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Is it possible to do #include file.j2as?
EDIT: OF COURSE I CAN :) Because 5.0 IS SO AWESOME! it's just: #include "file.j2as"; |
ummm... it doesn't show errors in AS in 5.0
I think it's an error in the j2as I am using. I use #include and I think maybe it can't get the error or something? |
If you overwrote your old plus.ini with the one from the zip, you need to enable it manually again.
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Also I gotta learn more about the new version AS. Ok, it says a function with the same name and parameters already exist, I know why because I use some of the JJ2+ functions in the thing that I include and in the main j2as, hmmm... I think I need help. |
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Ok, I need help!
[img]http://i.imgur.com/KtU4zHy.png[/img] |
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Could someone explain how I can check if an object is using a specific set and animation?
I've tried searching the readme, but I haven't found anything. |
I suppose something like
Code:
bool doesObjectUseAnimation(jjOBJ@ obj, uint curAnim) { |
Is there something that makes the blue team lose if they didn't killed everyone from red team in tlrs after the game stopped?
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I'd try something like this (untested), if you're sure there'll be a time limit (maybe put some code in
onLevelBegin to ensure that):Code:
bool atLeastOneRedPlayerAlive() { |
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First you figure out how many people are playing; then you do whatever math you have in mind; then you set the number of lives.
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I need help... I don't know much of how to use jjSTREAM, and I wanna make a custom command "!rename name" that only renames yourself, and I need to send a packet to the server to do the command "/rename clientID name".
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Why don't you just make rename if jjisserver in the on Chat event?
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I wanted to insert a custom sprite in my level, replacing a food with another.
1st question: How do you change the amount of set IDs and their respective frames and animation amounts in your custom j2a file? You can't do it with Jazz Sprite Dynamite. 2nd question: What should I write in Angelscript to successfully replace a food sprite with one from my custom j2a file? |
1: Don't use Jazz Sprite Dynamite.
2: Suppose for the sake of simplicity that your food sprite is in animation 0 in anim set 0 in your custom j2a file. Then there are various approaches you could take, but these two are probably the most practical. Code:
jjAnimSets[ANIM::CUSTOM[0]].load(0, "myCustom.j2a"); |
Thank you for the help! I now can make those custom objects I've been trying to make for years! (see "Campaign Mysteries" and other archaic levelpacks of mine)
I'm now experimenting the tile redrawing functions of AngelScript. Is there by chance an option that allows you to not only draw a tile on a specified layer, but also repeat it along with the JCS Tile Width / Height function? (as far as it is in the screen, ofcourse, otherwise it would cause a hyperlag) |
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