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Post by NASH7777 on Jan 25, 2006 22:59:54 GMT -5
I have finally taken the time to experiment my ideas and I have done IT! One of RPGM2's greatest burdons has been broken. I've actually had this idea for quite some time, just never executed, Doyleman can vouch for that as I had explained the concept to him quite some time ago.
So what is the burden. None other than not being able to run content commands in action scripts. The second best way was always to have an indirect effect after every step, but this requires the player to move for it to execute. But now no longer. ANY command at ANY time. This also allows for 100% UNINTERRUPTED CUSTOM MUSIC. I just did it today, I made the entire zelda theme, I went and talked to people, and did menus, and [] commands. The music kept playing flawlessly!
This runs in direct correlation with my disable run and program O script. Basically it forced the enter map script to NEVER end. This looked like this.
**In the end of the "To Map/Facing" (Script #3) place these commands
Other: Vehicle: Deploy Vehicle Model [InvisMdl] Type=Land Spd=2x Script Branch Repeat: Flag [Off(fixed)] OFF ~Other: Vehicle: Control Vehicle ~Script: Call: [O Button] Script Branch End
~NOTE~ You will need to make a model box with 100% transparency, and call it "InvisMdl", also you may change vehicle's speed to whatever you want your party's speed at.**
Since when you press O it exits vehicle, and then it calls your O button command to do whatever, then forces you back in the vehicle.
So what we're gunna do is place some applied together called scripts. These will run the never ending content script so they can be accessed all the time. This will now look like this.
**Also in the end of the "To Map/Facing" (Script #3) apply together call: [custom music or other script] call: [forced vehicle]
the forced vehicle script will look like: Other: Vehicle: Deploy Vehicle Model [InvisMdl] Type=Land Spd=2x Script Branch Repeat: Flag [Off(fixed)] OFF ~Other: Vehicle: Control Vehicle ~Script: Call: [O Button] Script Branch End**
So if you want something to happen after so much time, like your teleported away you can, or after some conditions are met something else happens. It doesn't matter. The possibilities are limitless. ENJOY!!
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Post by Rodak on Jan 26, 2006 3:37:54 GMT -5
Pretty Hoopy thinking there, Earthman.
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Post by DarkHorizons on Jan 26, 2006 10:59:23 GMT -5
Don't you just love brainstorming!! Good work!
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Post by Dungeon Warden on Jan 26, 2006 21:35:45 GMT -5
That's some pretty freeky scripting there. Looks like the vehicle command is actually much more powerful then I fiorst thought. Good job. I'll have to thing about how I might use this in my game.
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Post by NASH7777 on Jan 26, 2006 21:58:45 GMT -5
Also this allows you to customize ANY button now, want r1 to jump, r2 to pause,l1 to blow fire from your rear, well now you can!
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Post by elmastodon on Jan 26, 2006 23:14:51 GMT -5
For realsies no dealsies?!
This could completely revolutionize RPGM2 game creation....
Now... if I could only comprehend what's really happening in this script... how does this work... I'm still simple-minded...
The player's constantly controlling an invisible vehicle which allows content script to be executed at any time?......
However it works... sounds awesome... good job, bob....
-El Mastodon
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Post by Jugem on Jan 27, 2006 6:34:51 GMT -5
It sounds good. But are there any limitations or drawbacks to this? Maybe related to being in a vehicle? Any negative side effects at all?
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Post by rpglover88 on Jan 27, 2006 8:27:27 GMT -5
Hey Nash, this sounds real stupid but.... can you help me customize buttons. I have tried and I can only get square to make him jump. Help is needed for Drew.
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Post by NASH7777 on Jan 27, 2006 10:46:49 GMT -5
It sounds good. But are there any limitations or drawbacks to this? Maybe related to being in a vehicle? Any negative side effects at all? Only negative side effects are that you set the vehicle speed and your stuck with it. No circle to run. So I just set my speed to default at 2x. And since they are already in a vehicle, I assume they can't get in another vehicle until your boot em out of this one. Could make a simple conditional for that though. Set a flag for it and have it loop check in one of the scripts to force ya in it if your not in a real vehicle or something. As for RPGL88, I'll help ya on messenger.
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Post by NASH7777 on Feb 5, 2006 14:16:07 GMT -5
Ok many have been having some Q's and stuff with this so let me explain exactly how to program the buttons and stuff. I messed around with this today and came across only ONE problem, and actually the problem can be used to benefit in a game if you really wanted. It creates half-steps, basically doubles your grid size!!! Only problem with this is that if your in a half step and walk along a building or something, part of your body will be walking through the building, otherwise it's kinda neat. I'll explain how to get this effect after I explain how to prevent the problem I found.
OK at the end of the Enter Map script put EXACTLY this:
Screen Effect: Color= Trans100% 30f apply together call: [button control] call: [forced vehicle] apply in order
~~~~~~~ For the force vehicle script put this:
Other: Vehicle: Deploy Vehicle Model [InvisMdl] Type=Land Spd=2x Script Branch Repeat: Flag [Off(fixed)] OFF ~Other: Vehicle: Control Vehicle ~Script: Call: [O Button] Script Branch End
~~~~~~ Now for the important script, Button control
Script Branch: Repeat: Flag [Off(fixed)]=OFF ~Data: Flag: [No Movement] Off ~Input: Buttons: Constant Wait ~Script Branch: Sort: Variable [user button]
~Apply if 12 (the L3 button) ~Data: Flag: [No Movement] On ~Wait 2F ~Script: Call: [L3 button script] ~To End
~Apply if 13 (the R1 button) ~Data: Flag: [No Movement] On ~Wait 2F ~Script: Call: [R3 button script] ~To End ~Branch End Branch End ~~~~~~~~~~~ You can program as many buttons as you would like, but your advised not to do it to [] /\ or O, being that [] and O can already be programmed and /\ is your action button.
The only problem with this is I've found if you suddenly change directions or such when hitting one of the programmed buttons, when the button script is done your character won't be able to move. To turn movement back on I added some of these for each direction: ~Apply if 0 (the UP button) ~Data: Flag: [No Movement] On ~Wait 2F ~Party: Dir Move N 1step(s) 2x ~To End
However this created the Half-Steps I mentioned previously. So if you want half steps do it this way. The other option is to have a safety button. If you happen to trigger the event funny so it turns your movement off, have it so it moves you north one if you press start button, this will reactivate your movement, you will need to inform the player of the safety button in the game.
Another trick I learned through this is you can change the parties speed in the vehicle when normally you couldn't. Let's say, like in my Zelda game, I have pegasus seeds that make you fast. So I'll have it move you north one step at 4x and then it will set your new speed to 4x until you press the safety button.
I found I only came across this problem when I was jamming directions and pressing scripted buttons. So it shouldn't be overly common, and its just a safety net to have the safety button.
Ok so you know how to program every button. But let me show you a quick script for a some wind effects. Note that any time you use movement of the party from the Enter Map script you'll want to turn the party no movement flag On and wait atleast 1 frames so it has time to execute before the movement commands. You may also want to set a flag that turns ON for every content event character you talk to and then off when your done. Then in your button control script, have none of the buttons work when this flag is on. This is because you will still be able to attack and do all your programmed buttons during event's content script, which you won't always want. Ok wind effect time
(repeat) Other: Wait X**Frames Data: Flag: [No Movement] On Other: Wait 1F Party Direction Move S 1step(s) Data: Flag: [No Movement] Off (repeat back to top)
I tested this with a party speed of 2x. If for X you put a 2, you will be able to move North but struggle very much If for X you put a 1, you will not be able to move North, you will be able to maintain your north location by holding up, as soon as you let go you fall until you press Up again to maitain height.
This could be used for a wind effect OR a platformer. You could make your games from sky view and rotate the character properly, so it will look like he's on his side. It will look like he's falling and you could add a jump effect and stuff. It would be the best way to make a mario like game, you could quite literally jump and land on events head to crush them.
Heck some parts of zelda games have that mario view with jumping and falling, maybe I'll add one to triforce :-)
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Post by Doan the Nado on Feb 5, 2006 16:51:19 GMT -5
Now for the important script, Button control Script Branch: Repeat: Flag [Off(fixed)]=OFF ~Data: Flag: [No Movement] Off ~Input: Buttons: Constant Wait ~Script Branch: Sort: Variable [user button] ~Apply if 12 (the L3 button) ~Data: Flag: [No Movement] On ~Wait 2F ~Script: Call: [L3 button script] ~To End ~Apply if 13 (the R1 button) ~Data: Flag: [No Movement] On ~Wait 2F ~Script: Call: [R3 button script] ~To End ~Branch End Branch End Is it really necessary to turn the [No Movement] flag on, or is that only when using commands which move the party? It seems that your movement problems are being caused by that, and if that part was removed, wouldn't it fix it all? This is something that I might be interested in using, so I'll have to take a look at it and try it out, if I ever get the time.
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Post by NASH7777 on Feb 5, 2006 18:21:52 GMT -5
No, the no movement command HAS to be in there, because let's say you want to move the party member in your [] or L3 or something button script. If your moving while the game is moving you, it screws things up. The only time I've encountered the problem is when I call a script like my jump script and try screwing with directions. The game gets confused. Plus I wouldn't want the party to be able to move while executing the jump script because they could seriously mess things up.
The problem isn't too bad of a problem, it only happens on a great occassion and with button mashing, so I add a simgle precaution button option so that by chance the gamer encounters it.
But anyways, I got this all working flawlessly with my Zelda game. I completely got rid of the square system event, this thing works so much better. I had a problem with when I hit square the on-screen HUD disapears during an attack, but when I use my new method it stays. I got rid of the leaving event O script as well and programmed it into here. Same with X. So triforce RUNS SOOOOOO SMOOOOOTH it's crazy. Also the menu is accessible by just hitting start now, No longer start [] or [] start.
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Post by rpglover88 on Feb 5, 2006 20:40:12 GMT -5
Very nicely done Nash It totally worked! Shattered Rift has one too his is the same kinda except shorter. But good Job anyways can't wait to play Triforce!
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Post by Doan the Nado on Feb 5, 2006 22:50:49 GMT -5
No, the no movement command HAS to be in there, because let's say you want to move the party member in your [] or L3 or something button script. If your moving while the game is moving you... What I said: I guess an example would be good... Let's say I want the X button to apply a VFX from the party to be a "special action" button. A black magic user may cast a fire spell, or a soldier may swing his sword. If the script does not involve moving the party, is the No Movements flag necessary? That's all I was asking. Really though, congratulations on this discovery. It is something a lot of people have been struggling with for a while. I'm curious to know if it has caused you any problems with lag or anything like that, because that seems like it could be one possible side effect.
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Post by NASH7777 on Feb 6, 2006 8:14:45 GMT -5
lag u ask? Quite the opposite, Zelda: Triforce has even less lag now. Especially when you use your [] and O command, there was a millisecond pause hardly noticeable until you play without it. But since I got rid of my old [] and O script and put them in the button program script it runs smooth and doesn't screw up the on screen vfx's.
And as far as script that don't move the party possibly causing the problem. I havne't run across this, but it wouldn't suprise me if it was possible. Let's say you messing with moving the party direction randomly and then hit the VFX button script. The VFX might not know which direction to face properly. I haven't run into the problem and it was rare enough with even the jumping script but it still may be possible.
*continues eating breakfast yogurt. ~1-Yoplait Strawberry Whip ~1-Yoplait Strawberry Mango Original YUM
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