dman356
Junior Member
[Mo0:0]
Posts: 26
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Post by dman356 on Feb 3, 2013 17:39:17 GMT -5
I am using the "new" sharp ocarina. I am in need of help with how the switches, flags and etc. work with the map i have. I have used Spinout's Zelda 64 wiki as well as try to understand the Demo map that comes with SharpOcarina.
Example: Lets say i have a model with 6 rooms. The second room is locked and in order to make a chest with a small key appear, i need to hit the eye(switch). How do i link hitting the switch to trigger making a chest appear, etc.
(PS: if sharpOcarina isn't capable of this, could someone point me to a tutorial for whatever on how to do it?) Thanks!
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Post by Jason777 on Feb 3, 2013 20:29:20 GMT -5
So you've taken a look at this page?: Switches...Because if you can't understand that, I'm not sure how someone else can explain it better.
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dman356
Junior Member
[Mo0:0]
Posts: 26
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Post by dman356 on Feb 3, 2013 23:46:12 GMT -5
Thanks for the quick reply! i have checked it, so lets do an example run. Say i have object:000E Number:000A Variable:BB00 Identitiy:Chest containing fire arrows. I have trigger Object:0003 Number:012A Variable:"??02" (Using Eye Switch) What do i do to get the switch to identify the chest??? What is the formula as well? cause on the chest area it says "000A WYY0 + 00ZZ, Object 000E" I thought the Variables could only be 4 digits, so what does WYY0 + 00ZZ mean? Sorry about the noobish question. I'm just really not sure how it is set up exactly. And my thanks to you as well!
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dman356
Junior Member
[Mo0:0]
Posts: 26
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Post by dman356 on Feb 4, 2013 18:37:48 GMT -5
Feelin' dumb as dumb gets. I realized for chest it was the Z Rotation that defines the attachment... Also, I probably shouldn't be up at 3 in the morning hex editing and trying to understand the Zelda Engine Thanks!!!
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