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Post by nwalterstorf on Nov 15, 2006 18:23:22 GMT -5
I've moved past the barrel movement obstacles from my original barrel topic (thanks to some help). While it's not all done, I decided to push forward into my next test.
I am trying to craft an event which shoots arrows every few seconds. It is supposed ot be an Out of Battle event which activates a Visual Effect. If the player hits it, he takes damage. When all of his life is gone, he simply dies.
Now here's the thing. I tried to create the event and it didn't go well. The script read this:
00 Apply Together 01 Wait 100 f. 02 Visual Effect: Target: Icicle (Icicle Arrows)
That's all I scripted because I'm continuing to work on it. Now this is the script that's supposed to be activated from the event. Here's what the event looks like:
Event Graphic: It's a custom window graphic that looks like a hole in the wall Activation: AUTO (maybe this is a key?) Execution Script: (See the script posted above)
So I packaged this into a dungeon and Started the engine up for a test. When the character moves into the dungeon, nothing happens. No events, nothing. The game just stops doing anything all together. (Note there are three different events that are supposed to shoot arrows, just like this.)
I don't know where I went wrong or what I am supposed to do. May I get some help, please? I can explain in further detail if requested.
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Post by Neo Samurai on Nov 15, 2006 18:30:44 GMT -5
In my experience, auto doesn't work in this way. You might want to look for Nash's 3rd Gen ABS trick somewhere in this forum. That might help. Edit: Ah...I'll just explain it here. Here's what you do. Create a new event for the "Enter Map" event in your dungeon (you can find it under the "Script" tab in the "World Organization" file of your dungeon). Copy the same script from the original "Enter Map" in the Adv. tab of Game Settings. Now afterwards, place in this line of code afterwards: Call Vehicle (InvisObject (Create an object in the Object Editor with a Trans. of 100%) SBC: Repeat: [Fixed] Flag= Off Apply Together Control Vehicle Call Script [The Script to Your Event Goes Here] SB End Also, add this to your script: Event: Change: (Whatever the event is that you wish to use this script with) Apply Together Wait 100 f. Visual Effect: Target: Icicle (Icicle Arrows) That should work. If it doesn't, let me know.
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Post by realitybites on Nov 15, 2006 18:32:07 GMT -5
Hmm well what you can do is make a flag, Game>Game Settings>Flags, name any of the flags, preferably the 290's Name it Arrow throw, now do you want a range check? or Just to make the effect work, well, here is what you do, make a new script, should be a action script,
Script Branch:Repeat:Flag fixed(off)=off Script Branch:Condition:Flag:Arrow throw=on Screen display:Effect:Event:Arrow effect: 1F Other:Wait:120 Script Condition End Script Branch end.
Now, place this script inside the motion of the Arrow event, also make a equal event that turns on the flag: arrow.
It would look just like this
Data:Flag:Arrow Throw. Place that in the apply of the event. Name the event, arrow switch, Activation:Equal.
place your events and test it out. If you need a range formula, I can give you one that is most effective.
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Post by nwalterstorf on Nov 15, 2006 19:09:55 GMT -5
Thanks for the info. I'll try this out tonight and see how it works, then I'll report back here in the morning.
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Post by realitybites on Nov 15, 2006 19:10:42 GMT -5
Sounds like a plan.
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Post by vespuleth on Nov 16, 2006 2:52:58 GMT -5
why hasn't any one suggested action scripts? am I missing something?
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Post by Doan the Nado on Nov 16, 2006 3:13:27 GMT -5
I was going to discuss how to actually get it all working, but then I wasn't sure if Reality's concise suggestions had been enough to get him going in the right direction.
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Post by NASH7777 on Nov 16, 2006 8:52:38 GMT -5
Depending on which way you want your arrow facing it changes but will be something like this. ~repeat loop~ Wait X frames apply together VFX for shot Call Shot Check Apply in order Wait X frames(to finish vfx) ~Repeat^
In Shot check let's say that it's facing east and shooting that way []-------------------->
Load party info Load event info SB PartyY=Event Y ~SB PartyX>EventX ~~Call apply damage ~SB End SB End
You could also put a z check to see if it applies or misses, as long as your arrow shot is relatively fast, there should be no damage/effect stuff being off, I usually have the arrow dissolve in it's vfx to stimulate acceleration and it gets too fast to see, but you still know you got hit.
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Post by nwalterstorf on Nov 16, 2006 11:32:13 GMT -5
Again, thanks for the assistance, guys.
Right now my problem still seems to remain at getting the VFX to shoot in the first place. I followed Reality's advice on getting the arrows to try and shoot. This is my setup.
I added a System event to run on the Enter Map setting under the Advance Tab for the map where I want the areas to shoot. The following is what I was supposed to do:
Call Vehicle (InvisObject (Create an object in the Object Editor with a Trans. of 100%) SBC: Repeat: [Fixed] Flag= Off Apply Together Control Vehicle Call Script [The Script to Your Event Goes Here] SB End
But now the problem is this. I went to "Other: Vehicle: Call Vehicle", but instead of calling the Invis object or getting anything asking me of the such, I get a number counter and a location to "call" the vehicle. I don't understand this. I used the Script Branch Condition and did everything else for that event. Also, here is the script for the actual icicle arrow shot:
(Script)
Event: Change: (Whatever the event is that you wish to use this script with) Apply Together Wait 100 f. Visual Effect: Target: Icicle (Icicle Arrows)
(End Script)
What I get is absolutely nothing. I don't understand. When I tested the dungeon out and ran my character into it, there's no icicles being shot. I can move around, sure enough, but there's nothing happen where it should be happened (that is, there are no icicle arrows being shot anywhere).
As for the range scripts and events, I haven't gotten that far but I have printed the advice off for when I get to that area.
Perhaps my problem lies in the Other: Vehicle: Call Vehicle. I have no choice to call anything. Instead I get a number count and a location to place the vehicle (no objects are seen).
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Post by realitybites on Nov 16, 2006 15:26:32 GMT -5
Gimme about an hour to post some screens of the setup on how it should look ok? EDIT: This is how you do it, just add a wait at the top and bottom inside the Arrow Shoot?=on conditions, sorry bout that, I forgot to add that in. Two do your checks all you gotta do is insert your damage script below the effect and apply them together. Script: www.filecabin.com/up1/1163710009-cap20.jpgSetup in event Editor: www.filecabin.com/up1/1163710279-cap21.jpgHeh, from now on im just gonna do screens as long as I have my comp, just click the link.
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Post by nwalterstorf on Nov 16, 2006 16:25:48 GMT -5
This is fantastic, thanks. I'll give this a shot sometime this evening. As soon as I get this down, there should be no problem. I'll report back if I come upon any further stumbling blocks.
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Post by realitybites on Nov 16, 2006 16:34:19 GMT -5
Always glad to help.
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Post by gangstahfolife on Nov 16, 2006 17:20:14 GMT -5
WHOA! Nwalterstorf? From the MGS 4 boards on Gamefaqs?
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DYRE
RPG Making Novice
Posts: 61
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Post by DYRE on Nov 16, 2006 20:33:15 GMT -5
He's at the mag, too.
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Post by doyleman on Nov 16, 2006 20:46:11 GMT -5
he's everywhere... just like the government.
anyway... why not have the shooter duplicate an arrow event, which constantly checks if it's equal to the party?
then again, the problem of if it goes over a different height occurs... hm...
sorry if i was of little help.
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Post by nwalterstorf on Nov 17, 2006 12:30:56 GMT -5
No, that's a good idea. I'll probably do that. Should I tie in the check with the actual arrow action, implementing it into a single script to run a party location check? I may think about that, unless that's a bad idea.
(Btw, I'm a member of the RPGMMag, the RPGMPav and here, I just don't get involved with politics, so I move around frequently.)
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Post by realitybites on Nov 17, 2006 12:40:01 GMT -5
yep you would run your check underneath your VFX.
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