Nje
RPG Making Novice
Abusing RPGMaker to unholy extents.
Posts: 75
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Post by Nje on Jul 18, 2007 16:33:03 GMT -5
Is it possible to have an event and yourself(while inside a vehicle) to have your own events that act like projectiles? (the projectiles move, use a script to detect when they hit you or the enemy event, and this can be done repeatedly, with multible projectiles from both you and the enemy event being fired)
Has anyone done something like this in one of their games? If so, could you post parts of the scripts used to do it so I can try it out?
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Post by NASH7777 on Jul 18, 2007 21:54:22 GMT -5
Projectiles are completely possible, just depending if you want to do all the scripting that is needed to go into them.
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Nje
RPG Making Novice
Abusing RPGMaker to unholy extents.
Posts: 75
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Post by Nje on Jul 19, 2007 6:48:36 GMT -5
I'm willing and probably have just enough experience to handle it. So, how might an event with a custom movement script have an unlimited supply of projectile events that move and detect hitting with their own script?
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Nje
RPG Making Novice
Abusing RPGMaker to unholy extents.
Posts: 75
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Post by Nje on Jul 20, 2007 9:11:18 GMT -5
Seeing as no one seems to be able to help, I've decided to go with option B: Event-less hit detecting system involving Y/X grid calculations.
I've already figured out how to do this with all 4 diagonals, and it turns out there's a very simple solution for it. for upper left and lower right diagonals, just add and compare Y and X, and for lower left and upper right, add your X with their Y, then compare that to adding your Y with their X. Equal results means a hit on all four diagonals.
Simple, eh?
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Post by NASH7777 on Jul 20, 2007 10:36:09 GMT -5
Seeing as no one seems to be able to help, I've decided to go with option B: Event-less hit detecting system involving Y/X grid calculations. I've already figured out how to do this with all 4 diagonals, and it turns out there's a very simple solution for it. for upper left and lower right diagonals, just add and compare Y and X, and for lower left and upper right, add your X with their Y, then compare that to adding your Y with their X. Equal results means a hit on all four diagonals. Simple, eh? Indeed, in fact you should see some of our custom battle systems. I better idea would be to have it check on the events exact x,y and then give projectiles a variable for their direction.
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Deleted
Deleted Member
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Post by Deleted on Jul 20, 2007 19:03:39 GMT -5
Yeah, Nash's 3rd Generation ACBS (Action Custom Battle System) Guide found at Doan's Website's 'RPGM2 Guides' should help with this kind of stuff. It's good that you were able to figure out the basic starting point for an ACBS yourself - it shows that you're most likely ready to start working on an ACBS. RPGM2 Guides via Doan and Doanpals: doanthenado.com/guides.htmlI would help if I could, but I know about as much as you when it comes to ACBS's (using the X, Y coordinates to calculate proximity and using the direction variable(s) to determine which way the player or enemy is facing). Gl.
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Nje
RPG Making Novice
Abusing RPGMaker to unholy extents.
Posts: 75
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Post by Nje on Jul 21, 2007 10:08:56 GMT -5
I want to give my projectiles(no events are involved in them) specific rates of fire, instead of just allowing the rapid pressing you currently can do, but I don't want events to stop in place while this happens.
Does anyone know how to slow square button script activity without stopping event movement?
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Nje
RPG Making Novice
Abusing RPGMaker to unholy extents.
Posts: 75
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Post by Nje on Jul 22, 2007 13:27:12 GMT -5
Ah, nevermind, I just tried using an event with a repeat flag turning on, and that let me regulate the rate of fire.
I'm working on the CPU player's AI right now, and I've already got it detecting positions and firing when lined up. Though, right now there's a bug where it doesn't fire North, and also it fires no matter how far away you are, even though I put in a range detecting part in it's script.
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Post by NASH7777 on Jul 22, 2007 13:52:07 GMT -5
There is a trick where you can program every button and also allow content scripts to run at any time in your game.
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Nje
RPG Making Novice
Abusing RPGMaker to unholy extents.
Posts: 75
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Post by Nje on Jul 22, 2007 18:04:20 GMT -5
I tried that once, but I just messed up..
Anyway, I fixed those bugs, and am currently fixing another one I just figured out how to fix. I also have a feeling things will go smoother after this last bug is fixed, since that'll complete the hard part of it's AI script.
I tried a simple movement script part added to my shooting AI script, and it looked pretty good. The cpu kart(it's a custom kart battle game) is fast and attacks aggressively, right on target. I might have to tone it down a little.
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Nje
RPG Making Novice
Abusing RPGMaker to unholy extents.
Posts: 75
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Post by Nje on Jul 22, 2007 21:19:37 GMT -5
I just finished my AI program and tested it. Works great, even knows how to work around things when stuck and avoid hitting walls that'll freeze it.(they have dents in the ground, and it checks it's Z location to see if it needs to go the other way)
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Post by realitybites on Jul 23, 2007 0:26:56 GMT -5
Sounds interesting.
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Nje
RPG Making Novice
Abusing RPGMaker to unholy extents.
Posts: 75
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Post by Nje on Jul 23, 2007 10:59:54 GMT -5
..how do you get content scripts to run anytime?
edit: Nevermind, I just figured out how to do it.
edit2: I'm still having problems getting a damage effect to appear every time you get hit by the enemy cpu kart's attack.
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Nje
RPG Making Novice
Abusing RPGMaker to unholy extents.
Posts: 75
|
Post by Nje on Aug 4, 2007 18:16:58 GMT -5
Ok, I finally figured out how to REALLY get content scripts to run anytime. I can now have damage appear on my kart anytime, and also implement a new "shield" ability I just came up with by pressing triangle.
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