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Post by dailycolbert on Jul 11, 2008 13:02:11 GMT -5
I tried the search function, but most of what people said in the other vehicle scripts were too complicated for me to understand.
What I want to do is simple: party (not in a vehicle) warps to the world map and either appears in the boat or appears next to the boat then walks in it, then either moves automatically to a place or the player freely moves to the place (in the boat). (I've already made the world map, I just need to get the boat working).
Fortunately, this is the only time the player uses any vehicle in my game and it doesn't wrap around the edge of the map, so this is the only time I'll need to do this (hence why I'm okay with it moving automatically).
I tried various things. I still have the default vehicles and I know the boat is vehicle #0. I tried calling it, deploying it, making it an event on the world map, riding it, and maybe some more stuff. It doesn't seem like the solution is easy nor obvious.
Huge thanks to anyone who tried to help!!
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Post by Dungeon Warden on Jul 11, 2008 17:51:52 GMT -5
Note that the boat is special. You need to flip flag 254 to get into and off the boat. This is to prevent the party from leaving or getting on the boat anywhere else but at a dock. From my FAQ: Flag 254: Sample Flag 54 – this flag is used with the boat vehicle to prevent the party leaving the boat anywhere but at a dock. Script 267: On boat turns this flag off when the party touches a dock so the party can exit. Put some docks in your game or change the boat vehicle event so that this requirement is removed.
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raithwall
RPGM2 Helper
The World I know
Posts: 222
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Post by raithwall on Jul 12, 2008 0:44:22 GMT -5
I dont even use that flag or those events at the docks. I use the piers, but all the other landscapes are beaches and theres no way you can get off and reach them.
The boat should be set to I think equal. When you get off your on top of it.
A boat cannot be called to auto coordinates or deployed as a portable vehicle so if you need to do that make the sea fake and make a sky vehicle that looks like a boat. Note that using this method you will make objects on the ocean floor you can land on that are next to a dock.
If you just want to exit the boat, such as with my feature where you can encamp to enter the ship and use shops, talk to companions, etc. Just use exit vehicle. The boat will have to be big enough for you to move 1 space before the warp applies.
Airships: The airship can be made touch instead of equal so that you enter by bumping into it, but then when you go to get off your on top of it. This can be dealt with by making the event bypass members when you land and turn on a flag. When you walk a space turn the flag off in a custom indirect effect step script, and the airship has a repeat motion script that checks if this flag is off. If it is 25 frames pass and then the event no longer bypasses members so that you can enter it again. If you get stuck in the vehicle you will enter it when you attempt to move. If you do this you can exit vehicle, warp somewhere, and then come back and the vehicle is where you parked it. If you warp without exiting the vehicle the vehicle will go to where you last exited.
Also, ships can be scripted with movement commands to only go to certain locations, but airships cannot. The airship will not float until control vehicle is applied and the player gains direct control of it.
Map Wrap Around: If you wanted to do something like use 4 world maps and warp to those maps at the edges of the world, you could check X Y coordinates in a step indirect effect and warp the party when its at the edge. You would then need to warp the party to certain spots at the edge of the second map and call vehicles to those spots, or deploy them as portable.
Preventing the wrap around: in indirect effect party step, check for X Y coordinates at the edge of the map, sort those or party direction, and push the party back 1 space. Im not sure if the indirect effect move party commands will work while in a vehicle. If it does there may even be hope for the jump problem I was working on.
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Post by dailycolbert on Jul 12, 2008 11:27:22 GMT -5
Thanks guys! I've got it working perfectly.
I decided to just have the player start next to it, and manually move into it. I'm still using the 'Sea' type for it. I've got it working, except that the player can get off anywhere. This works out fine because I designed my world to have beaches everywhere the player can get off and no beaches where they can't (or rather, shouldn't).
Anyways, just wanted to thank you guys and let you know that I got it working. Yay!
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