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Post by Dark Knight Of Lodis on Jul 16, 2007 22:52:33 GMT -5
I'm still alive. Thought I'd say hi.
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Post by Maindric Games © on Jul 17, 2007 0:06:47 GMT -5
Hallo.
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Post by doyleman on Jul 17, 2007 0:55:21 GMT -5
Hello again =P
All of us but Drew (he's a zombie now) are a live, too.
Sticking around this time?
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jul 17, 2007 13:50:30 GMT -5
Yeah, what have you been up to, buddy bear?
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Post by Rodak on Jul 17, 2007 18:39:41 GMT -5
I came back recently too!
Go figure...
Maybe it'll be a trend!
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Post by Doan the Nado on Jul 17, 2007 21:31:36 GMT -5
Wow... good to see you. Maybe we will see a sudden resurgence.
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Post by Dark Knight Of Lodis on Sept 1, 2007 16:03:10 GMT -5
Okay, so I finally got some time to play around with RPGM2 after almost 2 years. And I got stuck on something that should be simple... I guess I just need someone to jog my memory.
The party walks onto an event which causes and explosion in the village and I want fire to appear at certain spots (which I have marked in several places with the same event copied over). Only problem is, I can't seem to set it so the visual effects appear and stay there as well as letting the party still move around... any ideas?
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Post by Rodak on Sept 1, 2007 16:31:49 GMT -5
Welcome Back!
Lots of us are making comebacks lately.
To answer your question...
All together now:
"Apply Together" will get you past the infinite loop of the effect.
Check my VFX Editor Guide (link in signature) for more fun with VFX!
I need motivation to finish that.
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Post by Dark Knight Of Lodis on Sept 1, 2007 16:38:18 GMT -5
I want the fire to be there until the party manages to put it out, though... is there any way to make it so that the buildings will keep burning AND let the player run around and do their thing?
I'll def check out your vfx guide, I've always sucked with these damn things. haha
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Post by Rodak on Sept 2, 2007 1:51:53 GMT -5
I want the fire to be there until the party manages to put it out, though... is there any way to make it so that the buildings will keep burning AND let the player run around and do their thing? Maybe I was a bit vague... Putting an "apply together" in the script that places the fire, just before the effect command, will allow the players to move. The game freezes when it hits an infinite loop, even a VFX Loop! This gets it past that. As for putting out multiple fires on a single map one at a time... That gets Very Complicated. You need to "clear all effects" then replace all that are still active! Within 1 frame or it looks bad. I use flags and called scripts and "Apply Together" again to do such things. Hope that helps... Peace
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Post by Dark Knight Of Lodis on Sept 2, 2007 16:05:29 GMT -5
Awesome, I got it all fixed up now. Thanks, Rodak! I'll be back soon with more questions I'm sure...
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Post by Dark Knight Of Lodis on Sept 3, 2007 1:07:40 GMT -5
Okay, so I have basically that chapter fixed up, flames and all. Only problem is the town is set on fire, you go inside a building and then when you come back out the fires are gone. Can't figure out why, do vfx disappear as soon as you leave the dungeon? And if so, what's the most efficient way to make them reappear when you return?
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Post by Dungeon Warden on Sept 3, 2007 9:52:07 GMT -5
Yes, VFX (and all other visual changes like the appearance of models) will switch back to their defaults (or off in the case of VFX) when you leave an area. The game doesn't save any information from area to area unless you save it yourself.
That being the case, you'll need to set up your enter map script to detect what VFX should be on when the party enters. You do this by setting variables or flags to keep track of these things and then check the variables/flags upon entering the map - turning VFX on as needed.
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Post by Doan the Nado on Sept 6, 2007 2:46:27 GMT -5
Couldn't the fires be part of an action script for each fire square? This would be a 2-paged event, with a flag for each one. Then, putting out the fire would simply involve flipping the flag and removing the event. Later (after re-entering the map), because the flag has been flipped, the fire would not even be displayed.
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Post by Dungeon Warden on Sept 6, 2007 13:33:35 GMT -5
That's true. Flipping the flag wouldn't put the fire out, but it would prevent it from starting again when the party entered the map. I was just thinking if you already had a script that ran every time a fire was put out (in order to turn off all the vfx and then turn them all on again except for the fires that were put out), you could simply run this script again then the party entered the map. Both methods would work, so it would be more a matter of the time and resources one method used verses the other as to which idea is better.
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