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Post by Tacticalman on Nov 1, 2004 22:34:50 GMT -5
p068.ezboard.com/fagetecfrm20.showMessageRange?topicID=2061.topic&start=101&stop=120this is the last update to the tms My walk checkpoint script is messed up. X= Party 0= blue tiles 000000000000000000000000000000000 X Why? Sound proves that it is that script, but it wasn't written that clear. I was just wondring that in the Walk Checkpoint Script which > signs do I change to greater than or equal to? or which ones do I do -1 instead of 0? Hahhah! Im so stupid.... I was messed up on the system, because i forgot the imput buttons constant wait.... a key part of the system.
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Post by vespuleth on Nov 2, 2004 22:11:31 GMT -5
i had surgery yesterday and will be in and out for a while. ill answer this as soon as i can. dont think im ignoring you. i hope you understand.
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Post by Tacticalman on Nov 3, 2004 15:42:11 GMT -5
I do..... feel betta im okay
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Post by vespuleth on Nov 7, 2004 1:26:09 GMT -5
okay, given what your image looks like, the problem is definitely in the walkcheckpoint script, since that is what makes it 'wrap' around the character. here is what i have in my notes (the version of the grid im using now doesnt use this script, so i no longer have a working copy, sorry) this is gonna be shorthand.
sb>>condition>>tempvar1 < 0 sb>>condition>>tempvar0 >= 0 tempvar0 + 1 tempvar1 + 1 force script end end condition end condition
sb>>condition>>tempvar1 >= 0 sb>>condition>>tempvar0 > 0 tempvar0 - 1 tempvar1 + 1 force script end end condition end condition
sb>>condition>>tempvar1 > 0 sb>>condition>>tempvar0 <= 0 tempvar0 - 1 tempvar1 - 1 force script end end condition end condition
sb>>condition>>tempvar1 <= 0 sb>>condition>>tempvar0 < 0 tempvar0 + 1 tempvar1 - 1 force script end end condition end condition
okay, thats it. thre should be four sets of conditions. seeing that thread is like seeing a ghost...
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Post by Tacticalman on Nov 7, 2004 21:17:28 GMT -5
Ves that still doesnt work. u urself used greater than signs which rpgmakerdoesn't even have.. is it possible i messed up a script that called it? idunno.... im still messed up. O=u X=tile
XXXXXXXXXXXXXXXXXX
X
XO
This is the best ive gotten
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Post by vespuleth on Nov 7, 2004 21:55:48 GMT -5
sorry, i didnt understand the question. in rpgm2, when it comes to conditions, the ? is the > sign. try subbing ? marks for where the script i posted says >. the rpgm2 program understands that when a ? is used in a condition, it means >. its just one of the errors youll find in the game.
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Post by Tacticalman on Nov 8, 2004 20:24:07 GMT -5
The ?> thing was my problem... It works thanks Ves... uve helped me so much! ;D
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Post by vespuleth on Nov 8, 2004 20:31:31 GMT -5
glad i could help, be sure to stick around, and ask questions if you need any more help...
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Post by Tacticalman on Nov 9, 2004 19:37:19 GMT -5
;D The file clerk script is useless! The change target to is not needed. it takes a long time to do and is not necessary i dunno how i did it... but i have a max move of five that works every time w/o using that part I just think you should know.... even if u r not using the system... u should know that it isnt that hard...
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Post by vespuleth on Nov 9, 2004 19:53:26 GMT -5
are you using it on stairs and such, or on flat levels? becuase that is to make a movement grid that will 'wrap around' the character, and only activate moveable areas, based on whether the areas around them are accessable.
id love to see how your doin it, if you are indeed working w/ stairs, cliffs, and other hight changes.
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Post by Tacticalman on Nov 10, 2004 14:17:51 GMT -5
Mine is working w/ height
back when i was failing (lol), i couldnt get the Z to work right... i used my own check for that in the tile control script, and it seems to work
If i did anything special or pro it was a mistake..lol
so if u have any questions about particular scripts....
o wait... i said that rong
i only took out the "change target to" part in the file scripts... it still works.
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Post by vespuleth on Nov 10, 2004 16:45:22 GMT -5
okay, will your script check for blocks and walkarounds? becuase it doesnt seem like it will. in fact, w/o some sort of fileclerk (im not using that one, but a different method for the same idea) i dont think its possible. so, here are some examples of what i mean: (O = origin, X = moveable location, B = Block, - = unaccessable spot on grid) were working w/ a grid that moves 5 spaces: | | | | | - | | | | | | | | | | X | - | X | | | | | | | | X | X | B | X | X | | | | | | X | X | X | X | X | X | X | | | | X | X | X | X | X | X | X | X | X | | X | X | X | X | X | O | X | X | X | X | X | | X | X | X | X | X | X | X | X | X | | | | X | X | X | X | X | X | X | | | | | | X | X | X | X | X | | | | | | | | X | X | X | | | | | | | | | | X | | | | | |
or does yours do this: | | | | | X | | | | | | | | | | X | X | X | | | | | | | | X | X | B | X | X | | | | | | X | X | X | X | X | X | X | | | | X | X | X | X | X | X | X | X | X | | X | X | X | X | X | O | X | X | X | X | X | | X | X | X | X | X | X | X | X | X | | | | X | X | X | X | X | X | X | | | | | | X | X | X | X | X | | | | | | | | X | X | X | | | | | | | | | | X | | | | | |
if you could show me which way your grid reacts to a block, id be grateful.
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Post by Tacticalman on Nov 10, 2004 20:23:41 GMT -5
with and without my fileclerk, my grid has always looked like the one where the block didn't matter... i didnt realize that is what it was for.... maybe i have to re-write it....
I probably made a mistake somewhere. I was planning on using my own script.
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Post by vespuleth on Nov 10, 2004 20:44:15 GMT -5
that is what the fileclerk script does (well, w/ the help of the movegridping and getrange scripts). it identifies 'routes' the active character can follow, and such. its a key part of the system. if it wasnt functioning properly, there was probably a mistake in your programming (its a pretty intensive script, and easy to mess up). as for using your own script, thats fine. just make sure it performs the same function, which is:
identifies what tile is around the current tile based on x/y coordinates modified to demonstrate 'from origin', and makes that tile the active tile, so that it can be checked.
note that if you make your own fileclerk, your gonna have to modify the 'movegridping' as well.
the current form of the fileclerk was never released because vic and i were going over it still and he hasnt been around in a while, but i am using an alogrithm (complex math formula) to find out which tile is next based on the current one. if you need any help, lemme know, ill point you in the right direction.
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Post by Tacticalman on Nov 11, 2004 19:16:08 GMT -5
did the fileclerk script need the specific events to go with specific numbers? or does it not matter as long as u have different events per one...
Im talking about the first part.. with all the sorts...
because i cant see a reason i have to follow vicious' pattern of
3 4X2 1
can u tell me?
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Post by vespuleth on Nov 11, 2004 21:43:13 GMT -5
yes. specific events go w/ numbers.
you need to understand what the fileclerk script is doing. if youll notice, two sorts are taking place in the file clerk script. whats happening, is in the movegridping, two variables are identified as the conditional x and y, where the 'origin' event is the origin of the grid. then, it modifies one of the two variables, and calls the file clerk script.
the move grid ping is systematically checking all the tiles around it. heres how:
in the file clerk, the two variables that are the x/y coordinates are sorted, and the tile that is in that location on the grid is activated. so yes, you need to follow that pattern. otherwise, you wont activate the right tiles, and the fileclerk will be useless.
you really should try to learn how this system works before trying to replicate it. vic and i spent a lot of time on it, and theres alot of logic to it. once you understand how it works, youll understand why it works the way it does, and why the scripts are written the way they are. cool? cool.
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Post by Tacticalman on Nov 20, 2004 15:15:03 GMT -5
I'm back. ;D Thanx for all your help. I just have some more questions: When i add layers, i only update the following Origin: THe tempvar 3 thing Tile Spawn The tempvar 3 thing amd the duplicate part Grid eraser the erasing part and the File clerk the xy sort part and the max movement range -1 check.
Am I missing anything? especially like in the movegrid ping get range or the file clerk scripts, because my grid still can't deal with blocks. I am constantly debugging, but any help you can give me will be greatly apreciated. ;D
Thanx in advance for all the work. And sorry im so helpless.
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Post by vespuleth on Nov 21, 2004 16:41:49 GMT -5
ummm... ill get back to you on this.
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Post by Tacticalman on Nov 21, 2004 17:17:36 GMT -5
Thanx Ves. Im sorry i always sound inconsiderate in the posts. Its just whenever i get p*ssed at the Tms, i come here for help, and im not in the greatest mood. So thank you. Without you helping me, my grid would be pointless... So thanx alot
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Post by vespuleth on Dec 12, 2004 16:04:27 GMT -5
to add tiles you need to:
Origin:
repeat while tempvar3< number of tiles to deploy here
Tile Control:
If Event x<6 is actually the max range -1. youll need to change it to the new max range -1
if Event x<5 is actually the max range -2. youll need to change it to the new max range -2
if Eventx<4 is actually the max range -3. youll need to change it to the new max range -3.
Tile Spawn:
if tempVar3 > max number of tiles (this is like the third line of the code)
you will also have to identify all new tiles w/ a correlating tempvar3 value at the end of this script.
Grid Eraser:
just add in the tiles just like at the end of the TileSpawn script.
Walk Checkpoint:
nothing to edit
Move Grid Ping:
nothing to edit
GetRange:
nothing to edit
File Clerk:
add tile to appropriate place in the sorts at the beginning of the script. this will probably be the hardest part to do, and the easiest to mess up.
if eventx > 6 (max range - 1)
------------------------------------------------------------------------
that should be it.
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Post by Tacticalman on Dec 15, 2004 15:08:34 GMT -5
dude thanx ;D I wont be able to get back 2u for a while.. got tons of hw this week... then christmas break i will definitely crack it open... ;D
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