The Great Plateau barrier: Difference between revisions

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imported>Leoetlino
(add note about delaying the respawn demo, and clarify what the conditions mean)
(add translate tags)
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<languages/>
<translate>
'''The Great Plateau barrier''' prevents Link from leaving the Great Plateau before he has acquired the paraglider.
'''The Great Plateau barrier''' prevents Link from leaving the Great Plateau before he has acquired the paraglider.


== Implementation ==
== Implementation ==
The barrier is implemented by two layers: one is a collision-based check (the voidout fog), another is hardcoded into Link's actor code.
The barrier is implemented by two layers: one is a collision-based check (the voidout fog), another is hardcoded into Link's actor code.


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=== Fog ===
=== Fog ===
This one is simple: Link will void out as soon as he touches it. The fog is a regular [[map unit]] actor that spawns whenever IsGet_PlayerStole2 is not set.  
This one is simple: Link will void out as soon as he touches it. The fog is a regular [[map unit]] actor that spawns whenever IsGet_PlayerStole2 is not set.  


=== Actor code ===
=== Actor code ===
Even if the fog is removed or if the player manages to avoid the fog (by stasis launching for example), Link will still void out when he gets too far away from the Plateau.
Even if the fog is removed or if the player manages to avoid the fog (by stasis launching for example), Link will still void out when he gets too far away from the Plateau.


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In that large AI function, the following piece of code can be seen:
In that large AI function, the following piece of code can be seen:
<source lang="c++">
<source lang="c++">
if ( !sForceEnableGlidingAndSurfingAndGiveRupees && !sIsDungeon )
if ( !sForceEnableGlidingAndSurfingAndGiveRupees && !sIsDungeon )
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}
}
</source>
</source>
A few notes:
A few notes:
* 奈落開始待ち means (roughly) 'wait for abyss start'. It is the name of the [[AIDef:Action/PlayerHellStartWait]] action for the Player_Link aiprog.
* 奈落開始待ち means (roughly) 'wait for abyss start'. It is the name of the [[AIDef:Action/PlayerHellStartWait]] action for the Player_Link aiprog.
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Given that events can be delayed and that the actual voidout is done by a demo/cutscene, it is possible to get Link stuck in the PlayerHellStartWait state indefinitely and technically leave the authorized area without being voided out immediately. However, doing any kind of useful action (walking, gliding, riding a horse, etc.) is still impossible, as the paraglider check is done before handling any other regular state. As soon as Link leaves the waiting state, he will be voided out.
Given that events can be delayed and that the actual voidout is done by a demo/cutscene, it is possible to get Link stuck in the PlayerHellStartWait state indefinitely and technically leave the authorized area without being voided out immediately. However, doing any kind of useful action (walking, gliding, riding a horse, etc.) is still impossible, as the paraglider check is done before handling any other regular state. As soon as Link leaves the waiting state, he will be voided out.
</translate>


[[Category:Internals]]
[[Category:Internals{{#translation:}}]]
[[Category:Game mechanics]]
[[Category:Game mechanics{{#translation:}}]]

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