mariobrigade2018 wrote: ↑Thu Feb 01, 2024 3:02 pm
Just_Thomas wrote: ↑Thu Feb 01, 2024 4:53 am
S_Koopa0 wrote: ↑Thu Feb 01, 2024 3:40 am
That's because currently the extendeddespawntimer config only works with line-guided NPCs and can only be changed by code. What I described isn't anything too complex actually, you just have to open your level's luna.lua file, loop over the NPCs and set their despawn timer like this:
Code: Select all
function onTick()
for _,npc in ipairs(NPC.get({800, 802, 803, 804})) do
npc.despawnTimer = 180
end
end
Added in 18 minutes 11 seconds:
Also I didn't see your edit while I was writing but does it work if you check the axe and Bowser's death events?
Nope, my attempt was BS.
Thank you for your piece of code. I will accept it with thanks and will simply believe it will fix the issue.
However still hope Murphmario will fix the missing sound for the bowser flame issue.
Here’s how to fix the SFX issue:
1. Use the find feature to search for “NPC.spawn” and find the one that points to the fireball ID
2. Put the typer thing on that line and press enter
3. Type “SFX.play(n)” on that new line (“n” is a number)
Awesome, yes I could find it:
npc-800 wrote:
if v.ai2 == 30 then
v.ai2 = 0
v.ai1 = 2
v.ai5 = 80
z = NPC.spawn(801, v.x, v.y)
SFX.play("falsebowserfire.wav")
z.speedX = 2.5 * v.direction
z.speedY = RNG.randomEntry(fireangles)
end
however just checked a SNES SMB playthrough: the "falsebowserfire" does get played during the direct confrontation,
"big fireball" when bowser starts with his flame breath from the "distance"."Big Fireball" would be simply: SFX.play(42)
https://youtu.be/HMhpYth6DTA?t=1428
Most player get past bowser really fast and thus it was difficult to find gameplay of these differences at all.
I will most likely stick with "Big Fireball" - as the other sound can get annoying if you hear it all the times.
I would prefer it - however - if the author of the pack could update his work for all, so we would have all the same standard.
Edit:
Well, the youtube thumbnail for "SMBX2 Beta 5 | Release Trailer" is already "spoiling" it, the flagpole will end up as a component integrated in the vanilla content. I suppose it is your own. This is good, I mean, it really does belong there.
Edit 2: I was mistaken, it is NOT your version, but your one is actually better as the one in the base game of beta 5 does not work with the timer at all and does use some weird animations. So I stick with your one.