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Post by mercenaryx on Dec 4, 2006 10:26:38 GMT -5
i have several ladders in my dungeon and ive successfully attempted at making 3 ladders of identicle animation work (going up it works, i have yet to start working on climbing back down) and i figured if i place an invisible touch event in front of the ladder that will change 2 different variables numbers (playerdirection, and climbheight) to a number between 1-4 and 1-10 respectively. the climbheight number indicated will tell the script how high the player will rise virtically, while the playerdirection variable (1-4) will indicate what direction the player will step foward in and phase through the space with the ladder that was otherwise unphaseable (until i turn collision off) (the numbers-direction key will be as follows 1=north 2=south 3=east 4=west) the playerdirection variable will also dictate what direction the player will step in when they get off the ladder. ive only managed to get this to work for 3 identical direction and height ladders in the level after placing a visable event (a ladder model) wherever the player can examine and start the event, then it will call to the invisable event the player stepped in (which is located in the space in front of the ladder and will determine the contents of playerdirection and climbheight) now my problem is this: it would seem to me that the only events that will work in anything have to have the four qualities: 1. the event has to be made 2. the event has to be placed in the area you want it in with "event placement" 3. the event has to be attached to a script to tell it what to do when you touch, talk to, examine ect. and the problem is #4 4. the event has to be set in the level, which can be set at the menu of the dungeon creation. it sort of acts as a database of events for the area to refer to, if you do not mention the event contents of this area none of the events will work. the problem here is that you can only set ONE event here in the areas memory or w/e you call it. it says events: with a dropdown box and you can only choose one. I'm going to need several different ladder events if im going to get this thing to work. Im sure that none of you have been forced into making identical ladders (in direction and height) all throughout your dungeon, so i ask you guys: how do you get it so you can get the ladders to work appropriately according to direction and height, when you can only set one single event in the level? i think im gonna go mad and insane with a fit of rage if i dont figure this out soon.
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Post by reynolds1203 on Dec 4, 2006 14:17:01 GMT -5
I'm not sure if this is your problem or not, and i'm pretty damn new to this myself but i think i'll try to help. 4. the event has to be set in the level, which can be set at the menu of the dungeon creation. it sort of acts as a database of events for the area to refer to, if you do not mention the event contents of this area none of the events will work.
the problem here is that you can only set ONE event here in the areas memory or w/e you call it. it says events: with a dropdown box and you can only choose one.
I think the issue here is you don't understand how event placement works, its just like object placement. Go to event placement in the script menu, from the main menu. Now go to create new data (or whatever it says at the bottom), in the window that opens it will ask you what map or dungeon you wish to use for the placement of the events, you want to pick whatever the dungeon is you made with the ladders in it, then go to edit. it should take you to your dungeon lay out, now you move around and place all your events as needed, including enter/exit map events, treasure chests, ladder events ect. In dungeon creation menu, i don't think is where you have to worry about putting the event. When you are done placing events, you go to world organization, here you select the dungeon map, the object placement layout and the event placement layout. when you select the event placement lay out here it will apply it to the map, just as you did in event placement. Did that make sense? Did that fix your problem? I'm not sure i'm on the same page as you, but i figured i'd try and help. If this doesn't i'm sure someone else much more knowledgable will come around and give you a hand soon. Good Luck
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Post by realitybites on Dec 4, 2006 15:54:56 GMT -5
Good Explanation Reynolds, but, from what it seems mercenary your not thinking completely before asking, I have done this MANY times in the past, but still, THINK about it first, also, you should only have to have one ladder and making height for you at the moment, isn't such a good idea, no offense, but that is something that takes MORE skill. So try this, and remember you only have to make one ladder event.
[Ladder go up ] Party: Float:(however high the ledge is) Apply Together Party:Movement:Bypass Objects=on Script:call:[DIR COND.] Apply In Order Bypass=off
[DIR COND.] Data:Game:Info Load Script Sort:[Party Dir.] Apply If 0 Party:Movement: E Speed: 2x SB: To End......... Go all the way up to 7 for the directions. Understand? Im sure you do.
EDIT: Sorry for the confusion.
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Post by Doan the Nado on Dec 4, 2006 23:22:46 GMT -5
Reality, it looks like that first sentence of yours is directed at reynolds ("your not thinking..."). Just wanted to clear it up that I don't think that is really the case. Also, we were all newbs at one point, so please be patient.
To mercenary, you may be able to do what you would like (parameterized ladder conditions) by using different touch events and the same script, using a loop. So identical ladders can use the same event, but different ladders will need a different event, but will need to use the same script. The touch event's apply script would be something like:
climbheight = (as you specified, in 16ths) playerdirection = (as you specified) Script: Call [ClimbLadder]
Then, the ClimbLadder script would look something like (this is a rough sketch, you will need to fill in a lot): SB: Repeat: Variable [climbheight] > 0 Change player height by +4/16 climbheight = climbheight - 4 SB End SB: Sort: Variable [playerdirection] SB: Apply If 1 Move North SB: To End SB: Apply If 2 ... SB End
Does that make sense? I hope between all of our comments, your problem is solved.
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Post by realitybites on Dec 5, 2006 6:06:38 GMT -5
sorry doan. Just wasn't having a good day.
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Post by Deleted on Dec 5, 2006 6:09:26 GMT -5
I'm somewhat out of it right now, but once my mind's sharper I'll try to help. For now I copy-pasted this of mine from the common script database:
Ladder going Up_
(Event on Talk or Examine) Party: Leader Visible Party: Bypass Objects = Yes Script: Call [MoveForwards1] Party: Direction Change (Leader) (to facing ladder) Member: Effect: (Leader) Motion Change: Happy Speed 100 Script: Call [LadderSFX] Party: Float: Height (Leader) +40 60F Member: Effect: (Leader) Motion Change: Walk Speed 100 Party: Direction Move (forwards 1 space) Speed x4 Party: Bypass Objects = No Party: Landing (Leader) 0F Party: Float: Height (Leader) +0 0F
Ladder going down_
(Event on Equal) Party: Leader Visible Party: Bypass Objects = Yes Script: Call [MoveForwards1] Party: Direction Change (Leader) (to facing ladder) Member: Effect: (Leader) Motion Change: Happy Speed 100 Script: Call [LadderSFX] Party: Float: Height (Leader) -40 60F Member: Effect: (Leader) Motion Change: Walk Speed 100 Party: Direction Move (forwards 1 space) Speed Normal Party: Bypass Objects = No
Ladder SFX_ Other: Wait 10F SFX 60 [Sweeping] Tempo = 75
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Post by mercenaryx on Dec 5, 2006 8:10:43 GMT -5
sorry none of these posts helped. ;-; im telling you the problem does not lay with the event placement editor because ive placed all the events in their correct places several times, but the only thing that will allow them to function properly is if, when i go to the dungeon creation editor, and look at the various settings on that menu, you will see a drop down box that says "Events:" next to it. This is the location in which i have put my "float up 2, for ladder facing east" event and that is the only set placed event in which works. So it only stands to common sense that the only way to dictate wether an event works or not, is if you place it in that drop down box next to "events:" in the <insert type of area here> creation editor. otherwise you can place events in the level until you're blue in the face and it still wont function properly. hang on ill try to get a screen shot of something to give you a better idea as to what im talking about... this isnt a shot of the exact part of the game that im talking about (the part where you indicate what event you want in the dungeon via drop box) but its the menu you see just before you hit the "edit" button on that menu to get to this screen : (sorry its a little blurry its hard to find the right shot) heres the link to the image: www.starpulse.com/Video_Games/RPG_Maker_II/gallery/2/please again, its the menu with the edit button that allows you to get to this screen. i need serious help because im in a jam and i cant progress this game until i get the ladders to work.
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Post by Doan the Nado on Dec 5, 2006 14:36:39 GMT -5
Did you put everything together in the World Organization for the level? That's the only thing I can think of that is not happening properly. Can you even see the ladders in your dungeon?
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Post by doyleman on Dec 5, 2006 14:38:38 GMT -5
Everyone has you mixed up (or maybe i am, i dunno...).
Float does not raise the party's vertical position, it only gives the illusion the party is floating. Their 'collision detection' bound is still at ground level, as if they really aren't floating. to prove this, make a flat dungeon, and place several crates around, then make a event that makes you float '+16', and test play, float, and try walking past the crates. You can't (unless bypass objects is on), because only their graphics are raised. Instead, use 'Party: Vertical Move: +# [add to height]'.
Also, I think you have the process of event placement wrong.
Each map SHOULD get their own event placement.
Dungeon A, which could look like a 10x10 square, has a Event placement that, again, should be named Dungeon A.
Dungeon A World Org should have:
Dungeon Database: Dungeon A
Event Placement: Dungeon A
The graphic database AND the event placement are linked!!!
Now, if say, I had a Dungeon B, with a 5x5 square for land only, and used Dungeon A's event placement, it wouldn't quite work out, because if an event is placed out of the 5x5 range, all chaos breaks loose, and you have an awkward map.
Basically, make an event placement for each seperate map, unless of course, the maps are similar (some texture changes/small land formation changes ONLY).
Also, if you use: Member>Move, only that member moves. Use Party: Movement: (steps, etc).
Oh, and I suggest not using LOCATION move, use just 'Movement.' Location move ONLY WORKS on THAT SAME LOCATION specified. I cant have:
Ladder A Script: Vertical Move: +30 Party: LOCATION MOVE: (coordinates here) //<-WRONG!!!
Instead: Vertical Move: +30 Party: Movement: (direction) (Frames) //<-Right!
Get it? Maybe you weren't doing that, but it kinda sounded like it.
If it doesn't work, may I suggest posting your EXACT scripts for your ladder?
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Post by reynolds1203 on Dec 5, 2006 20:20:01 GMT -5
Did you put everything together in the World Organization for the level? That's the only thing I can think of that is not happening properly. Can you even see the ladders in your dungeon? Also, I think you have the process of event placement wrong.
Each map SHOULD get their own event placement.
The graphic database AND the event placement are linked!!!
Basically, make an event placement for each seperate map, unless of course, the maps are similar (some texture changes/small land formation changes ONLY).
Thats what i thought the problem was! Event placement! It sounds like he is misunderstanding the Event slot in the dungeon creation tab as the actual event placement thingy. he is trying to apply the events through that instead of using World Organization. does that make sense to anyone? thats what i think the problem is...
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Post by Deleted on Dec 5, 2006 20:29:21 GMT -5
;D On that subject... Look at the diagram here to see how Event Placement, Object Placement, Map/Dungeons, and World Organization relate to each other. It illustrates it quite nicely: www.geocities.com/nate_dog7_7/Intro.htmThe Event Placement, Object Placement, and Map/Dungeon all have to be selected in the World Organization, and the vast majority of the time each World Organization has its own Object Placement and Map/Dungeon. A few ideas that come to mind for when this wouldn't be the case would be if you had a night time scene where all the townspeople were absent (thus a new World Organization with the same Map/Dungeon, the same Object Placement, but a different Event Placement), but most of the time each World Organization will have its own Object Placement and Map/Dungeon, and I can't even think of a time when it won't have its own Event Placement since without any Scripts the party would never be able to warp out of the location. "Im sure that none of you have been forced into making identical ladders (in direction and height) all throughout your dungeon, so i ask you guys: how do you get it so you can get the ladders to work appropriately according to direction and height, when you can only set one single event in the level?" Did you try my scripts? I see no reason why my scripts wouldn't work... But alas!!! I think I figured out what you mean by this: "the problem here is that you can only set ONE event here... it says events: with a dropdown box and you can only choose one." In every editor (always remember to press start for the in-game help, it has the controls for each editor), if you hold R1 then press X you can place two events/objects/map pointers/etc. on top of each other. Also, in some editors holding a button such as square and then pressing start will get you more specific controls (fortunately this is mainly helpful with the Map Editor which Final Rune's guide covers extensively already). This way you can put the going up and going down ladder events on the same square panel. Is that what you were talking about? Needing it to be executable at the top AND bottom of the ladder? Anywhoo, you could post your scripts and ask for help and whatnot, or just work off of my scripts. Trust me, they work perfectly. But, if you examine them you'll see that you wouldn't actually save any memory by using the variables because of how all the stuff for the various things you NEED to do are so jumbled together (trust me, it begins to get much more complicated as you try to solve RPGM2's quirks). Furthermore, in the end your game wouldn't really benefit much from having that many ladders (4 x 10 = 40) because time spent climbing ladders is just time the player spends waiting for the game to progress. Some ladders make it more interesting than just walking through corridor after corrider, but too many will make it boring. And for the Call:
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