Jul 28, 2015 at 5:07 AM
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Or when Ballos is holding his head like Macaulay Culkin, since that's in the script, you can <PRI the scene so the entire game can be paused and while <PRI is up, you can have him speak. Use <KEY if you want him to go back to his animation.
 
Jul 28, 2015 at 6:20 AM
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Or when Ballos is holding his head like Macaulay Culkin, since that's in the script, you can <PRI the scene so the entire game can be paused and while <PRI is up, you can have him speak. Use <KEY if you want him to go back to his animation.
Alright, I managed to do so, however, the message stays, and the player cannot move whilst the message won't go away until the second phase actually begins, forcing you to take damage. I used <CLR and <KEY.
 
Jul 28, 2015 at 6:30 AM
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p202367-0-u2wweh9.png
The sidebar on the script editor is your best friend for finding which command to use, and for seeing how the command works.
 
Jul 28, 2015 at 6:49 AM
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TLincoln said:
p202367-0-u2wweh9.png
The sidebar on the script editor is your best friend for finding which command to use, and for seeing how the command works.
Alright, now the message is gone, but the player is still motionless and unable to counter Ballos Phase 2.
 
Jul 28, 2015 at 7:21 AM
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Did you put in <CLO before the <KEY?
 
Jul 28, 2015 at 7:27 AM
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Jul 28, 2015 at 7:49 AM
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Hmm, did you put it under the first <ANP line like this?



Code:
#0900
<ANP0900:1000:0005
<WAIXXXX<PRI<MSGDialog goes here.<NOD<CLO<KEY
<FON0900:0016
<CNP0400:0339:0002
<CNP0401:0339:0000
<CMU0000<WAI0300
<FOM0016<WAI0050
<BOA0100<WAI0200
<ANP0402:0100:0000
<FON0402:0016
<BOA0200
<CMU0007<BSL0000
<END



I think that's supposed to go there. I've done something like that before.



Edit: The <WAIXXXX is there depending on how long you want the animation to go before it freezes midway into it.
 
Jul 28, 2015 at 8:33 AM
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Jul 28, 2015 at 2:12 PM
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Problem is if you use <KEY then the PC is locked in place until the end of the event
I feel like there isn't a fix for this bar hacking in a new command, I might be wrong though
 
Jul 28, 2015 at 4:11 PM
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Alright, I managed to do so, however, the message stays, and the player cannot move whilst the message won't go away until the second phase actually begins, forcing you to take damage. I used <CLR and <KEY.
Use <CLO (not <CLR) to make the message box go away, and use <FRE after you use <KEY to free the keyboard input (should work).
 
Jul 28, 2015 at 4:19 PM
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Oh <FRE does that. Wow. So much stuff that I had to make overly complex is now easy.
 
Jul 28, 2015 at 4:29 PM
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Thank you! If people want the code for future mod projects, it is this!
Code:
#0900
<ANP0900:1000:0005
<WAIXXXX<PRI<MSGThis is a test bubble!<NOD<CLO<KEY<FRE
<FON0900:0016
<CNP0400:0339:0002
<CNP0401:0339:0000
<CMU0000<WAI0300
<FOM0016<WAI0050
<BOA0100<WAI0200
<ANP0402:0100:0000
<FON0402:0016
<BOA0200
<CMU0007<BSL0000
<END
Note: the XXXX in the <WAI command is variable.
 
Jul 28, 2015 at 7:11 PM
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Oh shit that's what <FRE does? I feel stupid and enlightened
Wow
 
Jul 28, 2015 at 8:04 PM
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Oh shit that's what <FRE does? I feel stupid and enlightened
Wow
It's mostly used in the inventory scripts, to let the player move the cursor around the inventory again once the description's done being displayed on the screen. Not a command that's normally seen or used otherwise.
 
Jul 28, 2015 at 8:07 PM
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Is there any way to make the level 1 Missile Launcher fire 3 missiles at once, like the level 3 version?
 
Jul 28, 2015 at 10:59 PM
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How long does the "Studio Pixel Presents" cut-scene last?
 
Jul 29, 2015 at 3:12 AM
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Bionicobot said:
Is there any way to make the level 1 Missile Launcher fire 3 missiles at once, like the level 3 version?
yes;

assembly


PhantopCS said:
How long does the "Studio Pixel Presents" cut-scene last?
It was posted somewhere around here, in this thread white a while ago.

It's only modifiable via assembly.
 
Aug 12, 2015 at 12:21 AM
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How do you put in a teleporter in cave editor that goes to multiple teleporters with the teleporter menu?
 
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