Post by thetruecoolness on Aug 25, 2006 19:48:45 GMT -5
Expect some stuff about concurrency control in RPGM2, and how to make independent duplicate events using one script per type of event using said concurrency control to be here.
Map editing and making those oceans flat and traversable
Working on making my map traversable by boat, I figured out a fairly good, and easy, way to tell if a part of your sea would not be traversable.
Tip 1
Turn off the sea display, and make the seafloor really dark and the sea slope really bright. This will help to find all of the sharp edges which will not allow a boat to traverse it. Also with the sea off in confirm mode you can see if you can walk over certain parts of the sea, if not you won't be able to boat over them either.
Tip 2
A harder problem is keeping the sea at a sufficient height above the ground so your boat will be able to float over it. An easy way to see this is to turn your map to night, with the sea about 50% transparency. This way your sea will be dark and it will be easy to see any small pieces of land jutting up out of the water slightly. These will be noticeable by the foam of the water gathering around them at the trough of the wave (when the sea level is it's lowest).
Unfortunately this does not catch all of them, but it can help you to find most of the trouble spots. Beyond that just ride a round in a boat, and make notes of where you can't traverse.
Making your character appear drunk or drugged
This one is really simple. Just in a script use the Screen Display > Screen Effect > Linger and set it to around 50 or so. If you set it a bit lower than 50 you can get something closer to motion blur than drunken/druggedness
Map editing and making those oceans flat and traversable
Working on making my map traversable by boat, I figured out a fairly good, and easy, way to tell if a part of your sea would not be traversable.
Tip 1
Turn off the sea display, and make the seafloor really dark and the sea slope really bright. This will help to find all of the sharp edges which will not allow a boat to traverse it. Also with the sea off in confirm mode you can see if you can walk over certain parts of the sea, if not you won't be able to boat over them either.
Tip 2
A harder problem is keeping the sea at a sufficient height above the ground so your boat will be able to float over it. An easy way to see this is to turn your map to night, with the sea about 50% transparency. This way your sea will be dark and it will be easy to see any small pieces of land jutting up out of the water slightly. These will be noticeable by the foam of the water gathering around them at the trough of the wave (when the sea level is it's lowest).
Unfortunately this does not catch all of them, but it can help you to find most of the trouble spots. Beyond that just ride a round in a boat, and make notes of where you can't traverse.
Making your character appear drunk or drugged
This one is really simple. Just in a script use the Screen Display > Screen Effect > Linger and set it to around 50 or so. If you set it a bit lower than 50 you can get something closer to motion blur than drunken/druggedness