Graal Forums

Graal Forums (https://forums.graalonline.com/forums/index.php)
-   Classic Main Forum (https://forums.graalonline.com/forums/forumdisplay.php?f=175)
-   -   Transportation & Custom Projectiles (https://forums.graalonline.com/forums/showthread.php?t=134263244)

DustyPorViva 06-04-2011 09:32 PM

Quote:

Originally Posted by Kamaeru (Post 1651459)
It's funny, when I'm playing ALttP I get the feeling that nintendo found a way to get around that method as a whole, because their script for doing it seems to be really simple and logical. But, alas, they weren't using Gscript.

I was hoping it would be as easy as this:

1. enemy moves onto specific x/y location

2. enemy plays an animation

3. script nullifies enemy amidst this

lol

Interesting tidbit, in Zelda games if a baddy falls down a pit it isn't registered as dead. It's simply locked in the falling state, and I assume death checks for dead or falling. Hence why when you return to the room the baddy will be back, while others who you actually killed stay dead.

Kamaeru 06-05-2011 05:43 AM

Ok, awesome. Do this Thor please sir.


All times are GMT +2. The time now is 04:18 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.