[ACE] Camera stops when dashing!

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FeaR616

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hi everyone, I hope someone can help me on this topic.

I use a lot of scripts in my project and I am currently facing a "bug" that I don't get rid off... 

the problem is, if I dash straight into one direction, the camera stops to move, so the character is able to run out of the screen, which is not very good for a game.

if I dash diagonal, the camera follows the character, just as it usually does.

I was able to restrict the source of this bug to the following scripts:

RPG Maker Source - Enhanced Camera

Victor Sant - Pixel Movement & 

Victor Sant - Diagonal Movement

In a fresh new project using the enhanced camera alone: works!

using enhanced camera and pixel movement: also works!

using enhanced camera, pixel movement and diagonal movement: doesn't work!

so anywhere in those scripts must be something what makes the camera stop while dashing forward (up, down, left, right) and if moving diagonal, the camrea follows...

and I am not able to find the error to fix this problem. >_<

I hope one of you awesome fellows can help me and thanks in advance! =)
 

Kes

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I use Enhanced Camera and have diagonal movement for both mouse and keyboard.  Perhaps use something other than Victor's script? 
 

FeaR616

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I use Victor's scripts because they are required by the Free Jump Script and the Moving Platforms Script!!

Sure, it's the easiest way to use an other script than Victor's, but then I miss the features from the above mentioned scripts and have to rebuild my game...
 

Kes

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Perfectly understandable.  

Why not post your query directly in the Enhanced Camera thread?  Maybe Source will be able to do a compatibility patch, or make a suggestion for how to overcome it.  He may not notice this thread.
 

♥SOURCE♥

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Hello! Victor's script break the default moving? method while dashing. If you want to corroborate it:

Make a blank project with only Victor's Basic Module, Pixel Movement and Diagonal Movement, then add the following code in a new slot below Pixel Movement:

class Game_Player < Game_Character alias_method:)vpm_fix_original_update, :update) def update vpm_fix_original_update p moving? end endTry moving around, while walking, the method works as expected, but when you dash in a straight line, it returns false.
Here's a little workaround for that: 

1. Add this in a new slot below Victor's Pixel Movement script:

class Game_Player < Game_Character      def ecam_moving?    moving? || @vpm_last_x != @real_x || @vpm_last_y != @real_y  end    alias_method:)vpm_fix_original_update, :update)    def update    @vpm_last_x = @real_x    @vpm_last_y = @real_y    vpm_fix_original_update  end  end

 

2. Search this line in Enhanced Camera:

$game_map.ms_ecam_ignore_player || !moving?and change it to:

$game_map.ms_ecam_ignore_player || !ecam_moving?That should be enough to get the camera moving normally again when those scripts from Victor are present.

Let me know how that works for you.
 
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FeaR616

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Perfectly understandable.  

Why not post your query directly in the Enhanced Camera thread?  Maybe Source will be able to do a compatibility patch, or make a suggestion for how to overcome it.  He may not notice this thread.
I posted there hehehe ^^

Hello! Victor's script break the default moving? method while dashing. If you want to corroborate it:

Make a blank project with only Victor's Basic Module, Pixel Movement and Diagonal Movement, then add the following code in a new slot below Pixel Movement:

class Game_Player < Game_Character alias_method:)vpm_fix_original_update, :update) def update vpm_fix_original_update p moving? end endTry moving around, while walking, the method works as expected, but when you dash in a straight line, it returns false.

Here's a little workaround for that: 

1. Add this in a new slot below Victor's Pixel Movement script:

class Game_Player < Game_Character      def ecam_moving?    moving? || @vpm_last_x != @real_x || @vpm_last_y != @real_y  end    alias_method:)vpm_fix_original_update, :update)    def update    @vpm_last_x = @real_x    @vpm_last_y = @real_y    vpm_fix_original_update  end  end

 

2. Search this line in Enhanced Camera:

$game_map.ms_ecam_ignore_player || !moving?and change it to:

$game_map.ms_ecam_ignore_player || !ecam_moving?That should be enough to get the camera moving normally again when those scripts from Victor are present.

Let me know how that works for you.

nice, I try that right after my dinner!

/E:

oooohh sweet lord in heaven, it works like a charm!! thank you sooo much!!

I played with the thought not to use enhanced camera so the vanilla system works, but the effect of the script is just too nice!

again, thank you !! =D
 
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♥SOURCE♥

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Good! I'll add a mention to this in Enhanced Camera threads then.
 

DerKIAS

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Hey, there!

I have the same problem as FeaR616! I would like to try the solution of ♥SOURCE♥ but somehow the code is messed up and wont work like that...

Im have zero knowlege of scripting so I dont know how to allign that code to make it work.. can anyone help me please?

Greetings, Kias

The Code:

class Game_Player < Game_Character def ecam_moving? moving? || @vpm_last_x != @real_x || @vpm_last_y != @real_y end alias_method:)vpm_fix_original_update, :update) def update @vpm_last_x = @real_x @vpm_last_y = @real_y vpm_fix_original_update end end
 

mlogan

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@DerKIAS , please refrain from necro-posting in a thread. Necro-posting is posting in a thread that has not had posting activity in over 30 days. You can review our forum rules here. Thank you.


Also, the code is messed up due to a change in the forum software. It would be best if you posted a new topic, giving details of your issue. You can link back to this topic if it will help in your explanation of your problem or to point to the unformatted code. I'm going to close this topic due to its age.
 
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