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Post by sledgehammur on Oct 24, 2006 23:58:13 GMT -5
Hi, I have been searching the internet for the awnser to this question and have not been able to find an existing awnser on a fourum anywhere. my question is is it possible to teleport vehicles to maps other then the one they are on? the "Call Vehicle" function seems to allow this in the editor, but it doesm't seem to work unless a) the player and vehicle are on the same map, and b) the vehicle and destination are on the same map. is there some sort of trick used to bypass this?
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Post by The Final Rune on Oct 25, 2006 4:23:41 GMT -5
[white]I had this same question about a year ago. I never found an answer, but it just occurred to me that in the sample game fu-ma had just such a map change. During one map change you were on a boat and moved through a canal area.
Go into the sample game data and find the level for where this takes place and examine its events. Use the triangle button to back track through menus and try to figure it out.
Good luck![/white]
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Post by NASH7777 on Oct 25, 2006 7:41:21 GMT -5
Yeah I looked at the Fuma boat scripts a long time ago can't remember exactly how they did it but try a custom enter map script...
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Post by sledgehammur on Oct 25, 2006 18:30:58 GMT -5
I will try to find the code for this in fu-ma. the only problem i am thinking of is that they may have used multiple vehicles in the script. not a problem for them but i am going to use this to move a boat in and out of the world map. if i have to place a boat on the world map outside every port city my map will fill up with empty boats. This may not be the case however, so i will look into the fu-ma database for awnsers.
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Post by nerussentia on Oct 25, 2006 21:48:18 GMT -5
Sucks that Fu-Ma numbers their game pieces and not just give them names... *sigh*
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Post by sledgehammur on Oct 26, 2006 20:31:09 GMT -5
found it. I was able to sail through fu-ma by adding some scripts(unethical, mabye, but it worked.). the part is right after you get the first ship, where you get the sun tear. looks as if they simply moved the ship on top of the player during the map entry script. This is odd, because I was trying to use the teleport script to do this and it didn"t seem to work. I"m going to try to find if this is what they did, and hope it works.
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Post by sledgehammur on Oct 26, 2006 20:32:32 GMT -5
Sucks that Fu-Ma numbers their game pieces and not just give them names... *sigh* Yeah, makes our jobs alot harder. which is why I'm still not sure how they did it.
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Post by sledgehammur on Oct 27, 2006 22:19:57 GMT -5
Ok, I've figured most of it out. what they did is called the vehicle to the map and set a switch that forces it onto a page that makes it auto apply. (therefore making the player jump to the vehicle upon entering the map. the obvious problem this creates is that the vehicle can't be exited normally. (you can only teleport out.) I tried setting the flag back to its original state but that just freezes the game. any suggestions?
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Post by realitybites on Oct 27, 2006 22:22:57 GMT -5
Very cool dude, but...there is a button near the top that says modify, you can just keep updating, double posting isn't allowed but you didn't know so its ok. Just remember the modify button.
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Post by The Final Rune on Oct 28, 2006 1:16:20 GMT -5
[white]Don't nag him for double/triple posting.
When you edit a post, it doesn't show up in the recent posts. If you don't post new posts then how are we going to know that any change has occured in the topic?
A lot of boards get real touchy about this and I don't see why. What difference does it make?
New posts need to be made, otherwise I'd never see them at all. I only check the last 25 posts everytime I log on.
Tolerance is nice, acceptance is better.
EDIT: I know its against the rules and all, but really? What difference does it make?
And technically, the rules say don't double post in the same day, not at all altogether.
And P.S.Sorry Drew, I don't want you to think I'm ragging on you, its just one of those things for me.
Sorry about being all off topic. Peace and stuff.[/white]
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Post by Doan the Nado on Oct 28, 2006 9:10:37 GMT -5
Yeah... replies 6 and 7 should have probably been an edit, but like TFR said, there's no easy way around double-posting since updates don't show up.
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Post by realitybites on Oct 28, 2006 10:04:28 GMT -5
And P.S.Sorry Drew, I don't want you to think I'm ragging on you, its just one of those things for me. Sorry about being all off topic. Peace and stuff.[/white] Ah don't worry bout it, I didn't relalize that it was seperate days not all in one day.
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Post by sledgehammur on Oct 28, 2006 23:10:28 GMT -5
Anyway...
What they did is call the boat in and set a flag to make it auto apply when you enter the map. the only problem now is that the vehicle cannot be exited. any workarounds?
(sorry, I know i said this already but...)
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DYRE
RPG Making Novice
Posts: 61
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Post by DYRE on Oct 29, 2006 20:11:16 GMT -5
Did you turn the flag off in the auto event? If not, maybe you should.
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Post by sledgehammur on Nov 1, 2006 14:17:07 GMT -5
Of course I did. the auto event will still fire even when the event page is changed or when a SB: Condition forbids it. I didn't try both at the same time yet, but I think that if neither work then both wont work either.
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Post by sledgehammur on Nov 2, 2006 17:25:56 GMT -5
Yeah I looked at the Fuma boat scripts a long time ago can't remember exactly how they did it but try a custom enter map script... The more important question here is did you ever get it to work? your scripts would be easier to understand because you probably name your scripts.
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Post by The Final Rune on Nov 7, 2006 7:41:13 GMT -5
[white]I have been thinking baout this, and I suddenly came up with an idea for making it work.
Instead of using the actual vehicle scripts, you could create an event that causes the party to [blue]gather up[/blue], [green]become transparent[/green] and then make the event [red]act as leader[/red] and just enable the party to either move at a faster speed or cross over water. Just reverse the effect when the player presses circle.
Of course, this would require a little reworking of the way you both think about travel and make your maps. For instance, a boat would still be possible if you made the land where the water is at a walkable height and then set the water level below that height, raising it when the party enters the map. Airships don't seem possible at the moment this way, but I'm sure there could be a way.
Unfortunately, I'm still at work and don't have the time to elaborate any further into this idea. I'll post a more detailed discription later.
Peace and Good Scripting!
-Levi[/white]
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Post by Doan the Nado on Nov 14, 2006 12:38:02 GMT -5
I don't know if there is an "act as leader" command for events. There is an "act as member", but that causes the event to follow behind the leader rather than to be the leader. An idea like this could certainly work, but it will require a bit more work, I think.
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Post by vespuleth on Nov 15, 2006 15:44:36 GMT -5
there is a great way to handle airships... (that exploits the way the system is gridded)
if you want to make a single pillar that is x blocks tall, and move your party into it when they get into the airship (move the airship and the party vertical x blocks) the party and the event will then be on the pillar. to move the party, just use the dpad. to keep them flying, have an action for the script that is as follows:
repeat while flag off: off .game info load .event info load .repeat while event x < party x ..move event 1 block e .end repeat .repeat while event x > party x ..move event 1 block w .end repeat .repeat while event y < party y ..move event 1 block s .end repeat .repeat while event y > party y ..move event 1 block n .end repeat end repeat
make all your moves 0f. this will keep everything floating (i know it will keep the party floating, I am sure some tweaking will be needed to keep the airship floating) because the block will beat the party to the next square, and it doesn't check height until after it has moved to its destination. hope that makes sense. if not, feel free to ask questions.
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Post by sledgehammur on Dec 7, 2006 22:25:59 GMT -5
Good ideas but I want the vehicle to remain there after the party has exited it (so they can re-enter it when they leave). mabye I finally stumbled across something RPGM2 just can't handle. lol.
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Post by sledgehammur on Mar 23, 2007 22:19:24 GMT -5
EUREKA!!!
Wow. It took some time but i finally got it.
Ok, I barely remember how I pulled this off but I will try.
the vehicle event has two pages, one for the normal vehicle and another which is identical but set to auto. when entering the map, set a flag to change the page over and call the vehicle to the new map. before the control vehicle line, set the flag back. The part that killed me with this is that the event cannot change a flag that effects page state, so you must call a script to change the flag.
While I believe that is generally all I did, I may have left out some minor/Major detail (like I said, it took quite some time and I don't remember everything.) but when I apply this logically I will post anything major I missed. Thanks for trying to help.
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Post by sledgehammur on May 7, 2008 0:50:16 GMT -5
Okay, I now have this working perfectly, but there's something strange that happens if I access the event from my debug area.
The dungeon has a treasure and the vehicle in the same room. you cannot get into the vehicle without getting the treasure. when you use the vehicle, it goes all the way back to the beginning of the dungeon on its own. the odd thing is that if you use the debug event to get to the vehicle, it will not work three rooms later. the only thing different with the debug event is that it flips the treasure trigger while teleporting the player, so they don't need to actually get the treasure. actually having the treasure has nothing to do with it, because I haven't actually added the treasure in yet. It doesn't actually matter, because it works anyway, I just thought this was odd.
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Post by The Final Rune on May 7, 2008 16:33:18 GMT -5
[white]I don't know if this applies to your situation, but I know that if you cross the world line, that is, pass point 255 or 0 going around a world map (off the edge as it were), the game gets stupid and a lot of scripts stop functioning.[/white]
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Post by sledgehammur on May 7, 2008 20:10:09 GMT -5
That may end up becoming an issue for me, but as of right now it isn't.
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Post by sledgehammur on Mar 27, 2009 4:29:12 GMT -5
I do not use Auto events at all, as I view them as somewhat unpredictable. In most cases, the Action script is the way to go. ...
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