Zelda OOT/Windwaker Style Enemy Lock On

Topics regarding Scripting with Reality Factory
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Dumboldork
Posts: 1
Joined: Fri Nov 11, 2005 4:47 am

Zelda OOT/Windwaker Style Enemy Lock On

Post by Dumboldork » Fri Nov 11, 2005 4:54 am

Uhm hi, I am new here and sorry if this had already been asked.

Has anyone ever succeeded in doing a script for Zelda OOT/Windwaker Style Enemy Lock On.

Sorry again if this has already been asked.

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SithMaster
Posts: 306
Joined: Mon Jul 04, 2005 11:45 pm
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Post by SithMaster » Fri Nov 11, 2005 3:18 pm

I think what your looking for can be found on this page
http://dhost.info/realityfactory/docs.htm
look for the auto target tutorial
The brightest light casts the darkest shadow.
Burn the heretic. Kill the mutant. Purge the unclean.

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AkillezMight
Posts: 20
Joined: Thu Aug 20, 2009 1:46 am

Re: Zelda OOT/Windwaker Style Enemy Lock On

Post by AkillezMight » Tue Apr 12, 2011 11:35 pm

We shall not fall to auto target scripting and demo! Got the bright idea to incorporate this into ZC but the issues are beyond current knowledge. Seeking help... two days have past. No luck and little progress. The demo for the auto target works but when it is intergrated it fails to comply. Tried both waysby copying demofiles ontop of Zc and copiying ZC files ontop of autotarget demo. By itself the demo works. But the targeting flipbook and associated pawn will not attach to targets and will not transport or show onscreen. Its weird and it won't work outside federickos demo. Any advise ?
Have you ever scripted an enemy pawn that totally owned, that you had to go back into the weapon ini. and create a bigger gun. Just so the fight will be fair? ' ;0

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