Post by Dark Knight Of Lodis on Sept 1, 2007 16:03:10 GMT -5
Okay, so I finally got some time to play around with RPGM2 after almost 2 years. And I got stuck on something that should be simple... I guess I just need someone to jog my memory.
The party walks onto an event which causes and explosion in the village and I want fire to appear at certain spots (which I have marked in several places with the same event copied over). Only problem is, I can't seem to set it so the visual effects appear and stay there as well as letting the party still move around... any ideas?
Post by Dark Knight Of Lodis on Sept 3, 2007 1:07:40 GMT -5
Okay, so I have basically that chapter fixed up, flames and all. Only problem is the town is set on fire, you go inside a building and then when you come back out the fires are gone. Can't figure out why, do vfx disappear as soon as you leave the dungeon? And if so, what's the most efficient way to make them reappear when you return?
Post by Dungeon Warden on Sept 3, 2007 9:52:07 GMT -5
Yes, VFX (and all other visual changes like the appearance of models) will switch back to their defaults (or off in the case of VFX) when you leave an area. The game doesn't save any information from area to area unless you save it yourself.
That being the case, you'll need to set up your enter map script to detect what VFX should be on when the party enters. You do this by setting variables or flags to keep track of these things and then check the variables/flags upon entering the map - turning VFX on as needed.
Post by Doan the Nado on Sept 6, 2007 2:46:27 GMT -5
Couldn't the fires be part of an action script for each fire square? This would be a 2-paged event, with a flag for each one. Then, putting out the fire would simply involve flipping the flag and removing the event. Later (after re-entering the map), because the flag has been flipped, the fire would not even be displayed.
Post by Dungeon Warden on Sept 6, 2007 13:33:35 GMT -5
That's true. Flipping the flag wouldn't put the fire out, but it would prevent it from starting again when the party entered the map. I was just thinking if you already had a script that ran every time a fire was put out (in order to turn off all the vfx and then turn them all on again except for the fires that were put out), you could simply run this script again then the party entered the map. Both methods would work, so it would be more a matter of the time and resources one method used verses the other as to which idea is better.