Ambrosia Garden Archive
    • A Question about Spinblocks


      I am working on a level in which it is curcial for a button to open a spinblock. As of yet, I can only make the pressed button close a spinblock. Not quite the same.

      Does anyone know how to do this using the Spinblocks info field?
      If not, can this be done using AVN's pillar-closing method?

      Thanks in advance.

      ------------------
      Bushes are nice 'cause they don't have prickers -- unless they do. This one did. Ouch! -Ralph Wiggum
      Download (url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/dl-redirect.pl?path=ferazel/addons&file;=Extemporaneous.sit.hqx")Extemporaneous 0.5(/url) for Ferazel's Wand.
      Visit the (url="http://"http://homepage.mac.com/emudevelopers/ferazel.html")Extemporaneous Website(/url).

    • INFO(0) = 2. (Dunno why, I don't experiment.)
      INFO(1) = the sprite # of the button that turns it on.
      INFO(2) = 0. (Dunno why.)
      INFO(3) = 1. (I expect it changes it from closing to opening.)

      ------------------
      Greetings - I am your friendly neighborhood moderator. Over the coming years I shall force-feed you my biased one-sided liberal tripe that I find truthful based upon my own faulty and fragmented logic; excessive smileys 🙂 🙂 🙂 and bizarre TexT! formatting also help clarify my inane points. Welcome to the boards!

    • Quote

      Originally posted by spamguy:
      **INFO(0) = 2. (Dunno why, I don't experiment.)
      INFO(1) = the sprite # of the button that turns it on.
      INFO(2) = 0. (Dunno why.)
      INFO(3) = 1. (I expect it changes it from closing to opening.)
      **

      INFO(3) = 1
      That changes it from open to closed, actually.

      Does anyone else have experience with spinblocks?

      ------------------
      Bushes are nice 'cause they don't have prickers -- unless they do. This one did. Ouch! -Ralph Wiggum
      Download (url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/dl-redirect.pl?path=ferazel/addons&file;=Extemporaneous.sit.hqx")Extemporaneous 0.5(/url) for Ferazel's Wand.
      Visit the (url="http://"http://homepage.mac.com/emudevelopers/ferazel.html")Extemporaneous Website(/url).

    • Wait a minute. Define closed and opened first. Is closed when you can pass through it?

      ------------------
      Greetings - I am your friendly neighborhood moderator. Over the coming years I shall force-feed you my biased one-sided liberal tripe that I find truthful based upon my own faulty and fragmented logic; excessive smileys 🙂 🙂 🙂 and bizarre TexT! formatting also help clarify my inane points. Welcome to the boards!

    • Quote

      Originally posted by Emperor Ent:
      **I am working on a level in which it is curcial for a button to open a spinblock. As of yet, I can only make the pressed button close a spinblock. Not quite the same.

      Does anyone know how to do this using the Spinblocks info field?
      If not, can this be done using AVN's pillar-closing method?

      Thanks in advance.

      **

      My method will work on anything which needs a button to send a pushed message when it is released or a button to send a released button when it is pushed. (This means yes.)

      It would be easier with info fields, though. I don't know how, I haven't experimented with spinblocks that much.

      ------------------
      Your pet poodle is flying loop-de-loops over my microchips! The poodle is coming! The poodle is coming! (Don't ask 🙂 )

    • Quote

      Originally posted by spamguy:
      **Wait a minute. Define closed and opened first. Is closed when you can pass through it?
      **

      How about using this termnology:
      Solid
      Hollow

      with:
      info(0) 2
      info(1) id of button
      info(2) 0
      info(3) 1
      It makes the block solid after being pressed. I wish have the block solid. Then you press a button and it makes in hollow.

      My theory on the fields is thus:
      info(0) 2 <- This makes the button hollow to start. If you change this to another number the button will be solid, but will not change
      info(1) id of button
      info(2) 0 <- ???????
      info(3) 1 <- ???????

      AVN-
      I tried your method and I had trouble making it work with the spinblocks.

      I will continue to experiment with finding out info(2) and info(3)

      How hard is it to contact Ben Spees?

      ------------------
      Bushes are nice 'cause they don't have prickers -- unless they do. This one did. Ouch! -Ralph Wiggum
      Download (url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/dl-redirect.pl?path=ferazel/addons&file;=Extemporaneous.sit.hqx")Extemporaneous 0.5(/url) for Ferazel's Wand.
      Visit the (url="http://"http://homepage.mac.com/emudevelopers/ferazel.html")Extemporaneous Website(/url).

    • Don't contact Ben Spees. That's all I can and have to say about that.

      ------------------
      Greetings - I am your friendly neighborhood moderator. Over the coming years I shall force-feed you my biased one-sided liberal tripe that I find truthful based upon my own faulty and fragmented logic; excessive smileys 🙂 🙂 🙂 and bizarre TexT! formatting also help clarify my inane points. Welcome to the boards!

    • My imput on the subject...

      SPINBLOCKS
      (0) Type: 0 Solid ; 1 Start Solid ; 2 Start open
      (1) ID of switch
      (2) No function- set to 0
      (3) No function- set to 1
      -------------

      "Solid" means cannot be destroyed by any means
      "Start Solid" means it can be destroyed by spin jumping and will be opened by the switch
      "Start open" means it will be closed by the switch and will be destroyed by spin jumping

      I rarely use spinblocks anyway.

      ------------------
      Dr. Tall says: Taller is Better

    • And as long as we're sharing top secret information.....

      GEYSERS
      (0): Height of the geyser. 0 for default size
      (1): Geyser duration up. 0 for default length of time
      (2): Geyser duration down. 0 for default length of time
      (3): No function. Set to 0

      That took me a while to figure out... Just thought the Ferazel community might be better off with that knowledge 😉

      ------------------
      Dr. Tall says: Taller is Better

    • Dr. Tall, you've saved Extemporaneous!
      😉

      ------------------
      Bushes are nice 'cause they don't have prickers -- unless they do. This one did. Ouch! -Ralph Wiggum
      Download (url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/dl-redirect.pl?path=ferazel/addons&file;=Extemporaneous.sit.hqx")Extemporaneous 0.5(/url) for Ferazel's Wand.
      Visit the (url="http://"http://homepage.mac.com/emudevelopers/ferazel.html")Extemporaneous Website(/url).

    • You're welcome but isn't that a little bit drastic...I don't think a spinblock would have forced you to scrap lol.

      ------------------
      Dr. Tall says: Taller is Better

    • Quote

      Originally posted by Dr Tall:
      **You're welcome but isn't that a little bit drastic...I don't think a spinblock would have forced you to scrap lol.
      **

      No, not drastic, dramatic.

      Anyway, I am having trouble with that info.
      It is still not working. I press the button, but the spinblock remains solid. Do all spinblocks work?

      ------------------
      Bushes are nice 'cause they don't have prickers -- unless they do. This one did. Ouch! -Ralph Wiggum
      Download (url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/dl-redirect.pl?path=ferazel/addons&file;=Extemporaneous.sit.hqx")Extemporaneous 0.5(/url) for Ferazel's Wand.
      Visit the (url="http://"http://homepage.mac.com/emudevelopers/ferazel.html")Extemporaneous Website(/url).

    • Please correct me if I'm wrong, but isn't hollow-to-solid shown in Eastern Reaches at the end, and solid-to-hollow in River of Fears at the beginning? Or am I talking about the wrong kind of spinblock?

      (And what is AVN's pillar-closing method?)

      ------------------
      Saftey: "Lock the doors. And hope they don't have blasters."
      -- Star Wars, Episode 4, "A New Hope"
      Philosophy: "Always ask yourself the questions you cannot answer."
      -- Journeyman Project 3

      (This message has been edited by watzerman (edited 07-14-2001).)

    • Quote

      Potsed by Emperor Ent:
      It is still not working. I press the button, but the spinblock remains solid. Do all spinblocks work?

      Hmmm....You want to make the spinblock open on command? Sooo your info should look like:

      (0)=1
      (1)=ID of switch
      (2)=0
      (3)=1

      Is this how you are set up? If so, I might suggest you try changing the type of spinblock like you mentioned. I know for a fact that Ice spinblocks work with my info system. A debugging problem I ran into...if your spinblocks can be opened by a switch, they can also be destroyed by spinjumping. Make your spinblock columns perfectly alligned to prevent the player cheating...if your spinblocks are in rows...I'm sorry.

      Quote

      Posted by watzerman:
      (And what is AVN's pillar-closing method?)

      Well, the laws of Ferazel's universe state that a Rock barrier will start closed and remain closed unless trigged by a switch or conversation action type 6. The rock barrier must recieve an imput designated by the info (0). So if info (0) is 17, only switch number 17 and conversation trigger ID 17 will open that rock barrier.

      HOWEVER...AVN came up with the idea of making a pillar start open and then close when triggered. Start with 2 switches and 2 rock barriers for a basic example of this. Set one switch and one rock barrier above ground and the other two beneath the ground. Put the subterrian switch beneath the subterrain rock barrier, and but the above ground switch in front of its rock barrier:

      S=switch
      B=barrier

      S1 B1
      ---------
      B2
      S2

      OK, now set B1's info (0) to the sprite ID of S2. Set B2's info (0) to the sprite ID of S1. Since S1 starts unactive, B2 will start closed, switching S2 on and thus opening B1. Simply put, B1 will start open because it's switch is being flipped initally. Now press on S1, which opens B2. This switches off S2 and closes B1. Now move S1 to a different area in your level and bang! You have a switch rigged to close that barrier. For pratical purposes, S1 should be a switch that stays down.

      Here's a variation. Set a race start marker somewhere. Set up as above but delete S1. Set B2 info (0) to -2. Now, when the timer is on the screen, instead of opening, B1 will close...locking the player in that area until time runs out.

      The most evil and advanced method of this trick....Set up as above but delete S1. Set B2 info (0) to any number...say 17. Make sure this number does NOT match any switch in your level. Put a conversation character on the side of B1 the player will enter when traveling normally....the player should reach the barrier before reaching the character. Now, somewhere in that conversation make an action line that says:
      (Action ID) 6
      (Arg1) 17 (or whatever B2's info (0) is)
      (Arg2) 3

      Now, when that action line runs, the barrier B1 will close. This locks the player into that area!!!!!! The thing to remember is that when using the conversation style closing, the change is not reversible, so that barrier is closed forever.

      A final note, B1, B2, and S2 MUST MUST MUST be within sight of each other. Ferazel's wand only thinks about things on the screen. If B2 and S2 are not in the same screen width and height of B1, the rock barrier will not close on command.

      Whew...I hope that helps. Pay close attention to the 1s and 2s

      ------------------
      Dr. Tall says: Taller is Better

      (This message has been edited by Dr Tall (edited 07-14-2001).)

    • You explain it more clearly than I did when I told everyone about it! 🙂

      Also:

      You can put a barrier (B1) on top of a switch (S1) and another barrier (B2) on top of another switch (S2). Link S1 to B2 and S2 to B1. Then make Ferazel jump up and down underneath S1 (to do this S1 must be placed on a BG tile platform which Ferazel can go up but not down through.) Funny stuff happens. (I hope I said it right) This is used in my level "The Surface" from OBW, which Dr. Tall can't see yet. 😛

      ------------------
      Your pet poodle is flying loop-de-loops over my microchips! The poodle is coming! The poodle is coming! (Don't ask 🙂 )

    • You can also make a barrier service two sections. Put a barrier like this:

      ----

      ----
      B
      ----

      When closed, the lower path is closed but when open, a glitch type thing in FW will block the top path. Just imagine that the rock barrier slides up its full length even though you can't see it.

      ------------------
      Dr. Tall says: Taller is Better

    • Oh and AVN, am I correct in repeating that you said... a system like:

      B1
      S1
      ------
      B2
      S2

      B2 is opened by S1 and B1 is opened by S2? Ummm since both barriers start closed, they will both open each other but then close each other...opening each other, then clsoin....oh no I've gone crossed eyed. Yes, if that is what you meant, I can see how funny things would happen. Would you believe that the 5th trial of Xichra deals only with switches, rock barriers, and....heh heh heh...FG crunch tiles 😄

      ------------------
      Dr. Tall says: Taller is Better

    • Quote

      Originally posted by Emperor Ent:
      **

      How hard is it to contact Ben Spees?
      **

      There's a few ways. Ben can be contacted at ben@mixedmetaphor.com Not that it matters, since you've figured out stuff on your own anyway.

      But if you do ever try and contact Ben, just don't do so and expect a reply since Mascot is supposed to be unsupported. We were all fairly warned that in the beginning. 🙂

      ---Zelda

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      I am your Fairy Godmoderator.

      Hey, if you're in love with someone, then you have every right to completely screw up their life.--cynical me!

    • Quote

      Originally posted by watzerman:
      **Solid-to-hollow in River of Fears at the beginning? Or am I talking about the wrong kind of spinblock?
      **

      Well, there is a boulder over the button, thereby forcing it to be solid.

      Dr. Tall- I am using Brown Rock Spinblock, the first one. Does this one work? Also, I have never seen a spinblock being broken by a spinjump, also, what about ice picking?

      ------------------
      Bushes are nice 'cause they don't have prickers -- unless they do. This one did. Ouch! -Ralph Wiggum
      Download (url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/dl-redirect.pl?path=ferazel/addons&file;=Extemporaneous.sit.hqx")Extemporaneous 0.5(/url) for Ferazel's Wand.
      Visit the (url="http://"http://homepage.mac.com/emudevelopers/ferazel.html")Extemporaneous Website(/url).

    • I know nothing about spin blocks except that the information I gave you works for the ice ones. Try switching your spin blocks to the ice kind (just change the kind number on the info field instead of deleting and replacing) and see if that works. Ice spin blocks can be destroyed by spinjumping as long as their info (0) is set to 1 or 2. I have never tested the Ice pick...awwww bad glitch bad glitch...better go test. :frown:

      OK I'm going to go try to crack into those tiles with the Ice pick and try to use your spinblock type...be right back
      ----------------
      I found that:

      Info (3) does have a purpose. When set to zero, your spinblocks can be destroyed by spinjumping!!

      Spinblocks cannot be destroyed by ice pick.

      I can't figure out how I made closed spinblocks open!!! I know for a fact that you can but I scrapped that idea in lieu of a rock barrier so the evidence is gone....

      I have to go to bed or my mom will be pissed... :frown: Sorry I didn't save your level............. Emperor Ent.........wait a sec! 😉

      I'm going to try again tomorrow...

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      Dr. Tall says: Taller is Better