ceciroth
RPG Maker-in-Training
Posts: 11
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Post by ceciroth on Jan 2, 2007 0:59:17 GMT -5
Hi. I've a pond in my town and I was wondering how I could get these turtle NPCs to swim. Just giving them the default "wander' script does nothing, most likely because the game figures them to be in collision with an object (the water)... I created a custom action script which first told the events to bypass objects and characters and then to wander, but they still do naught.
This may be because, just with my other question about adding a pause to the wander command, a script deemed 'action' doesn't work through the code the way a content script does and perhaps it ignores the bypass objects code...
I've thought about throwing the bypass into the map entrance script (and I'll try it later), but I'd rather just learn how action script types work.
Thanks!
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Post by realitybites on Jan 2, 2007 2:18:29 GMT -5
well for the turles to swim, if you have bypass objects on they are just gonna go straight to the bottom. But if you make a "invisible" path they can easily maneuver about. To do this simply first place some crates in the water. Make a path you want the turtles to go on. Then in Object Models, change the CRATE models Transparency to 0%. We made a "invisible path". If you need more help I can get more into depth.
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ceciroth
RPG Maker-in-Training
Posts: 11
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Post by ceciroth on Jan 2, 2007 12:05:45 GMT -5
So, should I make the crates events or just objects? Also, should I initialize the turtles bypass objects within the map entrance script or can I do it within the action script?
BTW, Thanks!
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Post by Neo Samurai on Jan 2, 2007 12:49:48 GMT -5
I would make them objects.
As for 'bypassing objects', I don't think that will be necessary. Characters and events can move around underwater without the bypass command. They just need a ground that they can walk on.
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Post by NASH7777 on Jan 2, 2007 14:03:52 GMT -5
Another trick is to not have water height on your map, instead have your NPC's walking in the craters where water is suppose to be and have in the enter map script a command to raise the water.
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ceciroth
RPG Maker-in-Training
Posts: 11
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Post by ceciroth on Jan 2, 2007 14:43:52 GMT -5
Okay... very cool... thanks for the ideas!
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