chigoo
RPG Making Novice
gtalk%%
Posts: 65
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Post by chigoo on Mar 2, 2008 12:26:16 GMT -5
i have a problem and iv been trying to do this my self. what i need is to have my party jump over thening like npcs and objects but i dont want them to jump over the wall inside the houses(dungon) ,how can i do that? this is what i did.(but they jump over everything.
EX.WITH East jump
sb:condition: variable <party dir>=+0 party:bypass objects=yes party:float:height(leader)+20 1F part:direction move E 2Step(s) facing=movement speed=8X other:wait 3F party:float:height(leader)+0 1F party:landing(leader)0F party:bypass objects=no sb:condition end
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Post by The Final Rune on Mar 2, 2008 15:14:28 GMT -5
[white]The problem is that buildings are places as objects in the object placement editor. So, when you activate bypass objects it allows the player to pass through the houses. The only way around this, that I can think of, would be to place the houses as events instead of objects. Just create an event for each house with the building editor house selected as the graphic and place it on the map instead with the event editor.
I can't guarantee that will work as I haven't touched RPGM2 in a long while, but it might and it sounds like it will.[/white]
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Post by Dungeon Warden on Mar 3, 2008 11:32:46 GMT -5
I'm pretty sure it doesn't matter. A building is a building regardless of how it's placed.
The only way to fix this is to limit where the player can jump. This means creating a check in the jump script that compares where the player wants to jump with where they are allowed to jump. This means that you'll need to check what map the party is on as well. This can lead to a lot of checking to see where the party can go. It's a lot of work but it's the only way it can be done.
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Post by doyleman on Mar 3, 2008 20:06:38 GMT -5
I know of a much less conditional checking method... but it's pretty hard to understand and explain.
I'd just go with what DW said though. simple and effective.
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Post by Dungeon Warden on Mar 4, 2008 10:15:19 GMT -5
One other method that works is to place events everywhere the player can jump and this can be used to allow the player to jump higher or jump up on ledges and other areas. There is a limited number of events you can place on an map though, so this method only works for small maps or with maps that limit where you can go (like a platform jumping game).
All the events do is turn on a flag when the party walks on them. Actually a variable might work better or several flags, because the party should be able to jump in some directions and not in anothers.
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Post by doyleman on Mar 4, 2008 16:10:21 GMT -5
aka the sd paradise method. but i'd shun on that. event limit would kill things.
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raithwall
RPGM2 Helper
The World I know
Posts: 222
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Post by raithwall on May 6, 2008 7:13:20 GMT -5
The problem is using bypass objects. Its just an all around bad idea.
I've got it! Place the party in a transparent portable vehicle that only lasts for 2 or 3 steps. You still see the leader (but other party members disappear) you can have the vehicle rise a set height, move ahead a few spaces, then descend, and exit the vehicle.
See, this way you are using real flying, and all you have to do to protect your main walls is make them too high to jump over.
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