dhakti
RPG Maker-in-Training
Posts: 14
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Post by dhakti on Nov 10, 2008 14:06:46 GMT -5
Hello everyone, I've been lurking for a while and am very grateful for this board and all the help and interesting commentary.
My question involves creating ranged detectors.
I'm trying to make hidden events thats, when the party is in range, detect them. I understand that duplicate events or placing a line of them, or having some sort of moving invisible blocks bypassing objects will work, (but they all seem clumsy and inelegant).
I think there is some way to parse the xyz of the player and the xyz of the event, flag the x, and y when they are within acceptable ranges, and activate an event (or event battle).
When i tried this the detector would trigger off the nearest player activated event, but not within the range. Perhaps event info load needs more accurate placement in the script? Maybe lock the event xyz variables?
Sorry to be so long winded, but i am also using the forced vehicle script, perhaps in there the repeating detection loop fits, but where?
I don't want a bunch of map specific coordinates, or trip block alarms to determine where these detectors go (too memory expensive) unless i have to.
Seems like there should be some tidy way. Location move the event to the party xyz and 'equal' condition it?
Hope I've not added to redundancy and can contribute something to the board.
--thanks
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Post by madcopper on Nov 10, 2008 18:58:41 GMT -5
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dhakti
RPG Maker-in-Training
Posts: 14
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Post by dhakti on Dec 3, 2008 14:58:37 GMT -5
Thanks, it worked great, now the dogs can smell my characters coming. with a duplicate and remove they even come running.
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