Post by sledgehammur on Oct 24, 2006 23:58:13 GMT -5
Hi, I have been searching the internet for the awnser to this question and have not been able to find an existing awnser on a fourum anywhere. my question is is it possible to teleport vehicles to maps other then the one they are on? the "Call Vehicle" function seems to allow this in the editor, but it doesm't seem to work unless a) the player and vehicle are on the same map, and b) the vehicle and destination are on the same map. is there some sort of trick used to bypass this?
Post by The Final Rune on Oct 25, 2006 4:23:41 GMT -5
[white]I had this same question about a year ago. I never found an answer, but it just occurred to me that in the sample game fu-ma had just such a map change. During one map change you were on a boat and moved through a canal area.
Go into the sample game data and find the level for where this takes place and examine its events. Use the triangle button to back track through menus and try to figure it out.
Post by sledgehammur on Oct 25, 2006 18:30:58 GMT -5
I will try to find the code for this in fu-ma. the only problem i am thinking of is that they may have used multiple vehicles in the script. not a problem for them but i am going to use this to move a boat in and out of the world map. if i have to place a boat on the world map outside every port city my map will fill up with empty boats. This may not be the case however, so i will look into the fu-ma database for awnsers.
Post by sledgehammur on Oct 26, 2006 20:31:09 GMT -5
found it. I was able to sail through fu-ma by adding some scripts(unethical, mabye, but it worked.). the part is right after you get the first ship, where you get the sun tear. looks as if they simply moved the ship on top of the player during the map entry script. This is odd, because I was trying to use the teleport script to do this and it didn"t seem to work. I"m going to try to find if this is what they did, and hope it works.
Post by sledgehammur on Oct 27, 2006 22:19:57 GMT -5
Ok, I've figured most of it out. what they did is called the vehicle to the map and set a switch that forces it onto a page that makes it auto apply. (therefore making the player jump to the vehicle upon entering the map. the obvious problem this creates is that the vehicle can't be exited normally. (you can only teleport out.) I tried setting the flag back to its original state but that just freezes the game. any suggestions?
Post by sledgehammur on Nov 1, 2006 14:17:07 GMT -5
Of course I did. the auto event will still fire even when the event page is changed or when a SB: Condition forbids it. I didn't try both at the same time yet, but I think that if neither work then both wont work either.
Post by The Final Rune on Nov 7, 2006 7:41:13 GMT -5
[white]I have been thinking baout this, and I suddenly came up with an idea for making it work.
Instead of using the actual vehicle scripts, you could create an event that causes the party to [blue]gather up[/blue], [green]become transparent[/green] and then make the event [red]act as leader[/red] and just enable the party to either move at a faster speed or cross over water. Just reverse the effect when the player presses circle.
Of course, this would require a little reworking of the way you both think about travel and make your maps. For instance, a boat would still be possible if you made the land where the water is at a walkable height and then set the water level below that height, raising it when the party enters the map. Airships don't seem possible at the moment this way, but I'm sure there could be a way.
Unfortunately, I'm still at work and don't have the time to elaborate any further into this idea. I'll post a more detailed discription later.
Post by Doan the Nado on Nov 14, 2006 12:38:02 GMT -5
I don't know if there is an "act as leader" command for events. There is an "act as member", but that causes the event to follow behind the leader rather than to be the leader. An idea like this could certainly work, but it will require a bit more work, I think.
there is a great way to handle airships... (that exploits the way the system is gridded)
if you want to make a single pillar that is x blocks tall, and move your party into it when they get into the airship (move the airship and the party vertical x blocks) the party and the event will then be on the pillar. to move the party, just use the dpad. to keep them flying, have an action for the script that is as follows:
repeat while flag off: off .game info load .event info load .repeat while event x < party x ..move event 1 block e .end repeat .repeat while event x > party x ..move event 1 block w .end repeat .repeat while event y < party y ..move event 1 block s .end repeat .repeat while event y > party y ..move event 1 block n .end repeat end repeat
make all your moves 0f. this will keep everything floating (i know it will keep the party floating, I am sure some tweaking will be needed to keep the airship floating) because the block will beat the party to the next square, and it doesn't check height until after it has moved to its destination. hope that makes sense. if not, feel free to ask questions.
Post by sledgehammur on Mar 23, 2007 22:19:24 GMT -5
Wow. It took some time but i finally got it.
Ok, I barely remember how I pulled this off but I will try.
the vehicle event has two pages, one for the normal vehicle and another which is identical but set to auto. when entering the map, set a flag to change the page over and call the vehicle to the new map. before the control vehicle line, set the flag back. The part that killed me with this is that the event cannot change a flag that effects page state, so you must call a script to change the flag.
While I believe that is generally all I did, I may have left out some minor/Major detail (like I said, it took quite some time and I don't remember everything.) but when I apply this logically I will post anything major I missed. Thanks for trying to help.
Post by sledgehammur on May 7, 2008 0:50:16 GMT -5
Okay, I now have this working perfectly, but there's something strange that happens if I access the event from my debug area.
The dungeon has a treasure and the vehicle in the same room. you cannot get into the vehicle without getting the treasure. when you use the vehicle, it goes all the way back to the beginning of the dungeon on its own. the odd thing is that if you use the debug event to get to the vehicle, it will not work three rooms later. the only thing different with the debug event is that it flips the treasure trigger while teleporting the player, so they don't need to actually get the treasure. actually having the treasure has nothing to do with it, because I haven't actually added the treasure in yet. It doesn't actually matter, because it works anyway, I just thought this was odd.
Post by The Final Rune on May 7, 2008 16:33:18 GMT -5
[white]I don't know if this applies to your situation, but I know that if you cross the world line, that is, pass point 255 or 0 going around a world map (off the edge as it were), the game gets stupid and a lot of scripts stop functioning.[/white]