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Post by The Final Rune on Feb 17, 2005 9:49:31 GMT -5
Some of you by now know I'm going to release a short world map demo in a bit here, but before hand I need find out something (since I'm sitting here and not at home). Do the warp scripts work if the player is in a vehicle? Can I have some one sail off one of my maps and be teleported to a new one while in a boat?
I'll probably find the anwser myself soon enough, but I figured some one might come along and know the answer. Plus, we got a new topic for vehicle and warp discussion!
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Post by Dungeon Warden on Feb 17, 2005 10:42:51 GMT -5
I believe you can warp with a vehicle, but I'm not sure since I haven't tested it. I also know that there is a command to warp vehicles seperately from the party (it's used in the Deploy script). Vehicles are the one event that can move from map to map, so I would be surprised if they didn't warp with the player. I'll test it out and get back to you.
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Post by The Final Rune on Feb 17, 2005 11:07:33 GMT -5
Thanks DW. My shift is almost over, so I'm going home too. Guess I'll know for sure in a little while.
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Post by NASH7777 on Feb 17, 2005 12:18:30 GMT -5
yes it does! You can script it otherwise however.
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Post by WarDragon on Feb 17, 2005 17:49:02 GMT -5
for some reason the vehicle doesn't do carry the vehicle over.
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Post by The Final Rune on Feb 17, 2005 20:02:51 GMT -5
What? Is that an answer? I'm unclear with what you guys wrote.
I went home and spent 6 hrs. working on one map. So, I didn't get a chance to test this yet.
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Post by Tinbok on Feb 17, 2005 21:31:06 GMT -5
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Post by The Final Rune on Feb 17, 2005 21:38:50 GMT -5
One map of six in high detail, 25 maps in all (check my Cain's Story post for more info)!
Also, you do know that you can ing swear your in' ass off and all truly in' offensive words automatically get in' censored right?
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Post by Tinbok on Feb 17, 2005 21:39:52 GMT -5
How many bits of land? ?/999 I mean.
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Deleted
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Post by Deleted on Feb 17, 2005 22:12:15 GMT -5
I've finished roughly 2/5 of my map, and it took me at least 12+ hours, and I will very much so be pushing the max on land and terrain pointers as well as events. Some parts of it may have to end up looking more bland than others. Oh well...
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Post by Neo Samurai on Feb 17, 2005 22:16:51 GMT -5
Don't worry. With Final Rune's Map Editor FAQ coming out, I think we'll all get the help we need with our maps, even if our maps are exceptional.
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Post by The Final Rune on Feb 17, 2005 22:19:58 GMT -5
I'll have to warn you though, using my techniques will suck memory like a motha' a'!
Thats why I broke down all my continents into seperate maps instead of trying to cram them all on one.
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Post by Deleted on Feb 17, 2005 22:27:53 GMT -5
That's what I meant. There is no trick to making a map look good others than spending A LOT of time on it and putting in TONS of terrain and texture markers. Oh well...
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Post by Doan the Nado on Feb 18, 2005 0:28:27 GMT -5
Although I read a tip somewhere that if you copy and paste terrain (when it is the same type/shape) instead of creating a new one, it cuts down mightily on the amount of memory used. I haven't had a chance to try it, but it might be worth a shot.
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Post by The Final Rune on Feb 18, 2005 9:05:32 GMT -5
Not a chance Doan. Out of every map I've ever made, only two or three pieces would ever look exactly the same. The best way to save memory is planning. My guide will give a good example of a few memory saving techniques, but here's one for now. When making a city/town map using the ME where its one of many (a big city) you can save a little memory on textures by making the ground texture a solid black color (assuming you want the town maps to look independent from each other). Also, if you're not using the ocean in your city maps, disable it and trees too (if you're not using them). This save some processing power of the machine.
On another note. damn c*** sucking b****!(for some reason these aren't censored) I can't get my warps to work the way I want them to. I want a script to continually check the party's X and Y and when a certain distance is met a script will be called that warps them to the next map. The warp itself is easy, but I can't figure out how to setup the condition scripts for checking XY. I know it can be done, because too many people have action rpg's already in development/release. I need help from some of you script know-it-alls!
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Post by NASH7777 on Feb 18, 2005 10:09:48 GMT -5
GameInfo Load SB partyx=(desired#)+0 ~SB partyy=(desired#)+0 ~~Warp ~SBE SBE
Is that what ya mean?
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Post by The Final Rune on Feb 18, 2005 10:13:53 GMT -5
I did that almost exactly, except I got it running in a SC repeat. Will it continually check XY in that form? I need it to constantly check.
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Post by NASH7777 on Feb 18, 2005 10:18:34 GMT -5
Why do you have it in a repeat?! Is it in an action script, cause you can't use Warp in action scripts. And if you don't have it in an action script then there would be no point for the repeat. Could you explain a little more of what your intent is.
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Post by The Final Rune on Feb 18, 2005 10:25:27 GMT -5
Its like this, I want to set up a warp script that checks the party's X and Y for use on the world map.
When party's X is less than some# - warp part east When party's X is greater than some# - warp party west When party's Y is less than some# - warp part north When party's Y is greater than some# - warp party south
I thought this was simple, but I seem to be lost somewhere. I was checking with an action script and calling a content script for the warp. Maybe thats where my problem is?
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Post by NASH7777 on Feb 18, 2005 10:32:43 GMT -5
Yes that's the problem. Can't run Action scripts from content scripts, even if called. If you absolutely HAVE to do something like this with an action script set an indirect effect on the party that after every step checks a flag or var then does something with that. And in the action script it will mess with that flag/var depending on whatever.
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Post by The Final Rune on Feb 18, 2005 10:35:28 GMT -5
Alright, give me a small example could you, I've not worked with indirect effects yet.
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Post by NASH7777 on Feb 18, 2005 10:44:56 GMT -5
Okay well make a new one, set it so it lasts for infinite steps, and then you can set a script for what it does after every step and this can be a condition script. Now there is a script to apply this condition script have them get this condition. So now have your action script running and when it meets a certain requirement have it change a var to a number and in the ind effects content script have it do something if that requirement is met, or just have it run the conditions in the content script of the ind effect all together.
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Post by The Final Rune on Feb 18, 2005 10:48:11 GMT -5
Um
Could I get you to break that up into steps for me? I can't seem to follow as it is now. (Sorry for all the trouble nash, but aside from a few random apifanies I suck at scripting.)
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Post by NASH7777 on Feb 18, 2005 12:39:27 GMT -5
Well make a new indirect effect. Set the number of steps until it wears off to zero (which is infinite). Then in the "step check" (or something like that) place choose the script you want. For that script make a single condition thing (not a loop) that checks the conditions of whatever4 you want and with those cond have it teleport the party or whatever.
BTW Like the Zero Avatar!
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Post by The Final Rune on Feb 18, 2005 12:42:29 GMT -5
Thanks NASH! I think I can get it working now. Where do put the warp script itself? Do I call it from the Indirect Effect? Or somewhere else?
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