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Post by sledgehammur on Apr 30, 2012 22:41:57 GMT -5
I have this essentially working now. Oddly, it doesn't always work. Sometimes everything works perfectly, but sometimes the events don't run properly. It seems as if it could be because of unrelated flags/variables, as well as which party members are in the party. I'll see If I can figure this out, but hopefully it will be something simple, or just start working.
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Post by sledgehammur on Apr 12, 2009 3:39:11 GMT -5
Ah, I see. I was going by the help guide in game, I read the real use somewhere. in order for flag 50 to get flipped in the event you must save event data. (load it first or you'll mess stuff up.) then, to get the condition of the flag you will have to load event data again, so using it as a direct page condition wont work. you need something like this:
data > satisfy condition == false data > load event data SB: Condition (50:Event Flag == 1) data > satisfy condition = true SB:End
I haven't actually tried this and am not sure where you went wrong exactly, but I'm hoping that helps somewhat.
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Post by sledgehammur on Apr 8, 2009 22:16:37 GMT -5
...
Isn't flag 50 read only?
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Post by sledgehammur on Mar 27, 2009 5:12:52 GMT -5
I've ben trying this for a long time and don't have it perfect yet (not that all of my effort is going into rpgm2). but my thread should give you a result that works sometimes (almost randomly for me).
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Post by sledgehammur on Mar 27, 2009 4:31:09 GMT -5
The sample game has them as auto scripts, that's what i was following. mabye if it was part of the action, but then again It's a vehicle (defined in action), so i'm not sure that would work.
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Post by sledgehammur on Mar 27, 2009 4:29:12 GMT -5
I do not use Auto events at all, as I view them as somewhat unpredictable. In most cases, the Action script is the way to go. ...
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Post by sledgehammur on May 31, 2008 13:22:11 GMT -5
Yeah, but it seems to me that most of the solid shapes can't be set to a solid color because they are textured. Is there any way around this or do I have to avoid those shapes?
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Post by sledgehammur on May 30, 2008 21:28:25 GMT -5
I'm mainly trying to figure out what they are made out of, And even with the pictures, I'm not really sure.
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Post by sledgehammur on May 29, 2008 20:17:28 GMT -5
Does anyone have screens from those vfx characters? I am thinking of taking that approach, but I don't know what to use to make a good looking character using this method.
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Post by sledgehammur on May 7, 2008 20:10:09 GMT -5
That may end up becoming an issue for me, but as of right now it isn't.
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Post by sledgehammur on May 7, 2008 1:03:46 GMT -5
You forgot to put someone on your list.
Anyways, You really never do know when someone will show up out of the blue.
Edit - It says that I joined today, unless you check my posts, which go back a few years. Just something odd I wanted to point out.
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Post by sledgehammur on May 7, 2008 0:54:13 GMT -5
I think that the random effects of both the damage and the poison spell on, but I'm not sure about that.
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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.
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Post by sledgehammur on May 7, 2008 0:29:53 GMT -5
I recall a tecnique you could use with the maxdrive where you could continue a game on a different file, then continue everything exactly as it was left, but I only read about it. It sounds like it would work though.
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Post by sledgehammur on Nov 2, 2006 17:54:06 GMT -5
Yeah like i said pwned=owned gone terribly wrong! Essentially what it seems to me (as I learned in mmo's) is this. owned = when defeted by a large margin by a stronger force. Ex. - one man being shot dead after walking into an enemy batallion Pwned = a number of people walking into a massively skillful enemy and being defeated. Ex. - Two people walking into a stronger opponent. - One Hundred people walking into an opposing Chuck Norris. other scenarios occour where both are acceptible, such as two opponents in combat, or a person fighting a mech. in both, the reletave skill level used by the victor determines wether the defeated was owned or Pwned. However, if a mech looses to an infantryman it is always Pwned. Sorry, I just had to clear all that up.
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Post by sledgehammur on Mar 23, 2007 22:19:24 GMT -5
EUREKA!!!
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.
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Post by sledgehammur on Dec 7, 2006 22:25:59 GMT -5
Good ideas but I want the vehicle to remain there after the party has exited it (so they can re-enter it when they leave). mabye I finally stumbled across something RPGM2 just can't handle. lol.
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Post by sledgehammur on Nov 2, 2006 17:25:56 GMT -5
Yeah I looked at the Fuma boat scripts a long time ago can't remember exactly how they did it but try a custom enter map script... The more important question here is did you ever get it to work? your scripts would be easier to understand because you probably name your scripts.
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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.
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Post by sledgehammur on Oct 28, 2006 23:10:28 GMT -5
Anyway...
What they did is call the boat in and set a flag to make it auto apply when you enter the map. the only problem now is that the vehicle cannot be exited. any workarounds?
(sorry, I know i said this already but...)
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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?
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Post by sledgehammur on Oct 26, 2006 20:32:32 GMT -5
Sucks that Fu-Ma numbers their game pieces and not just give them names... *sigh* Yeah, makes our jobs alot harder. which is why I'm still not sure how they did it.
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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.
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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.
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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?
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